Professional Documents
Culture Documents
ii
Aardman Animations
Beyond Stop-motion
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For Vanessa and Laurie
vi
Contents
List of Figures ix
List of Contributors x
Acknowledgements xiv
Christopher Holliday teaches Film Studies and Liberal Arts at King’s College
London, specializing in animation, film genre, international film history
and contemporary digital media. He has published several book chapters
and articles on animated film, including work in Animation Practice, Process
& Production and Animation: An Interdisciplinary Journal. He is the author
of The Computer-Animated Film: Industry, Style and Genre (Edinburgh
List of Contributors xi
Laura Ivins is an independent scholar and film critic. She received her PhD
from the Indiana University, and her articles have appeared in Animation: An
Interdisciplinary Journal and The Journal of Popular Culture.
Linda Simensky is Head of PBS KIDS content, the public broadcaster in the
United States. Before joining PBS, she was in charge of original animation
for Cartoon Network, where she oversaw development and series production
of The Powerpuff Girls, among others. She began her career at Nickelodeon,
where she helped build the animation department and launch the popular
series Rugrats, Doug and Rocko’s Modern Life. Simensky also teaches
Animation History at the University of Pennsylvania.
In 1966, two twelve-year-old boys met at the Woking Grammar School.
New boy Peter, recently returned from Australia, sat beside David, and
started doodling in his exercise book. A few years later, Dave and Pete began
experimenting with animation on an old kitchen table, using a dusted-
off wind-up Bolex camera. Via Dave’s father, who worked at the BBC, the
pair’s experiments gained the attention of Patrick Dowling, the producer of
Vision On, a BBC television programme aimed at deaf children, to whom
they subsequently sold a film for £25 in 1971. The film featured a goofy
superhero character called Aardman, and with no better idea of what name
to put on the cheque, Aardman Animations was born.
Thus goes Aardman’s origins story.1 Many of us are familiar with what
happens next: David Sproxton and Peter Lord move to Bristol, in the South
West of England, and in 1977 create the character Morph as a foil for the
presenter Tony Hart on the BBC children’s television art programme Take
Hart (also produced by Dowling)2; the popularity of Morph led the BBC to
give him his own television show in 1980.3 During this time, Aardman, still at
this point a tiny two-man operation, receives commissions from the BBC, and
later Channel 4, to make short animated films based on recorded, overheard
conversations.4 Around the time they are working on the Channel 4 shorts
in the mid-1980s, Sproxton and Lord ‘discover’ Nick Park at the National
Film and Television School, who is struggling to finish his graduation film,
A Grand Day Out, featuring two characters called Wallace and Gromit. Nick
Park is brought into the fold, and works on Aardman’s films, including a
short as part of the Channel 4 commission: Creature Comforts (1989). The
following year that short wins the studio its first of many Academy Awards
and ignites the beginning of international recognition that eventually enables
the studio to produce its first feature film, Chicken Run (2000), directed by
Lord and Park.
Fast forward to over forty years since they banked their first cheque. During
this time Aardman’s growth and success has been both significant and celebrated.
Known as the ‘Rolls-Royce studio’ of the animation industry,5 they have won
2 Aardman Animations
four Oscars (and been nominated for seven more)6 and countless other awards,
and Chicken Run remains the most successful stop-motion animated film of
all time at the international box office.7 In 2017, the company had an annual
turnover of more than £30 million.8 This turnover has fluctuated since 2000 (see
Figure I.1),9 but shows a general pattern of growth that reflects their expansive
activities across a range of platforms, most famously in feature films and
television, but also in advertising, games, interactive content and brand licensing.
To support this activity, Aardman currently employs approximately 150 people
at their headquarters in Bristol, in the South West of England and until recently
the studio was privately owned and run by its two founders. In 2018, Lord and
Sproxton handed ownership of the company to the employees,10 a move that
reflected the company’s projected identity as one driven by integrity rather than
by profit, an identity that belies the many smart business decisions that have
enabled their longevity in the face of a fluctuating and unpredictable media
industry. So, while they are for many people synonymous with Wallace and
Gromit, the reality of Aardman goes far beyond the homespun, make-it-up-
as-you-go-along approach and cosy domesticity of that cheese-loving human–
canine odd couple, and the company now has a global multimedia cross-
platform reach that would have been hard to predict forty years ago.
Despite their status, longevity, sustained business success and significant
contribution to Britain’s national cultural identity and creative economy, there
Figure I.2 Aardman’s feature film box office takings vs. budget.
4 Aardman Animations
authored chapters included in this book engage with the depth and breadth
of Aardman’s work and activities in order to understand what ‘Aardman’
means, both in terms of the content it has produced and as a cultural entity
that has dominated the perception of British animation for many decades,
most notably between 1990 and the early 2010s.
In this introduction, rather than retell the already well-documented
history of the studio, I instead explore the question of what makes
Aardman Aardman. For there is undeniably an ‘Aardman-ness’ that we
might associate not only with their work and the people who have created
it, but also with the general ethos that surrounds the studio. However, this
brand singularity persists in the face of diverse activity, some of which
seems at odds with the rhetoric of the homespun approach and accidental
success that has surrounded the studio. In addition to their seven, to
date, feature films,14 they have produced many TV series and short films.
Less famously, at least to the public who know them best as the makers
of Wallace and Gromit, Shaun the Sheep and Morph, they have made
countless commercials, work that makes up a significant proportion of
the company’s activity,15 as well as music videos and video games. They
also actively exploit the licensing and marketing opportunities of their
banner brands in order to financially capitalize on their existing creative
properties – another branch of business activity that is vital to the
company’s financial stability.
One way to understand Aardman, of course, is to look at the films,
television programmes, commercials and other content they have made.
Indeed, many chapters in this book take Aardman’s productions as their focus.
However, as John Caldwell drew our attention to his 2008 book Production
Culture, it is important to consider more than just the ‘on-screen stylistic
tendencies’ of a studio in order to understand their cultural processes and
outputs.16 I would argue that consideration of Aardman’s activities beyond
their banner productions is essential to determine how ‘Aardman-ness’ is
constituted. Caldwell was one of the first people to formalize the process
of researching ‘behind the screens’ of the media industries by looking at
‘off-screen industrial activities’ as he calls it. This involves doing wide-
ranging ethnographic research with film and media workers via interviews,
for example, or looking at the processes and political economy of how
and what media content gets made. This type of research into the industrial
and practical activities involved in the creation of Aardman’s work is
evident in several of the chapters in this volume. Caldwell also points to the
importance of another area of investigation, an area in which these two poles
of off-screen industrial and on-screen activities interact. He describes this
area as viral marketing, referring to things such as the making-of specials
Introduction 5
found on DVD extras and EPKs (electronic press kits), to which we might
more latterly add other similar material found on studios’ and distributors’
YouTube channels and social media feeds. These are the means by which
a studio self-reflects on and also promotes their output and activities. In
terms of understanding Aardman, this extra-textual material, or media
‘paratexts’ as Jonathan Gray has dubbed them,17 is vital to consider because it
is a significant means by which they maintain a cohesive identity in the face
of increasingly diversified animation practice and creative output. In what
follows, I will explore Aardman’s on-screen and off-screen activity as well
as the paratextual material that surrounds it in order to demonstrate that
‘Aardman-ness’ is constituted as much in how the studio talks about itself as
in the work they produce or the way they produce it.
Aardman style
On the surface, Aardman’s output presents a cohesive creative voice for the
studio. Their stop-motion feature films Chicken Run (2000), Wallace and
Gromit: The Curse of the Were-Rabbit (2005), The Pirates! In an Adventure
with Scientists! (2012), Shaun the Sheep Movie (2015) and Early Man
(2018), along with the Wallace and Gromit short films18 and their Shaun
the Sheep spin-off television series,19 all represent a certain idea, or ideal,
of Britishness – one that is wrapped up in a colloquial humour that
gently plays on national, regional and other stereotypes: The self-effacing
yet plucky grit of Ginger and her compatriots in Chicken Run, which is
drawn in marked comparison to American interloper Rocky’s big ego and
brash self-confidence; the eccentric propriety of the Captain and his crew
in The Pirates!; the totems of northernness and parochial English life in
Wallace and Gromit. These characteristics are amplified by the films’ us-
against-them narratives, which help create a sense of cohesive cultural
identity, seen most recently in Early Man’s underdog prehistoric sports
narrative. Central to these quintessentially Aardman stories are quirky and
eccentric characters, lovable ‘losers or incompetents’ who succeed in spite
of themselves.20 Aardman protagonists tend to be single-minded to a fault,
but unlike a typically aspirational Hollywood character, their goal is often
something charmingly unambitious: a nice piece of cheese, or success at the
local vegetable competition.
The exploits of Aardman characters are often madcap and reliant on
steampunk-esque contraptions that elide, or even reverse in the case of
Arthur Christmas, the post-industrial historical shift from the mechanical to
the digital, and this is one source of the pervasive tone of nostalgia in their
6 Aardman Animations
Brierley and David Sproxton’s Owzat (1997), the studio’s first foray into
computer-generated imagery (CGI) character animation, and the dark
literary adaptation The Pearce Sisters (Luis Cook, 2007) do not conform to the
visual aesthetic or the cosy atmosphere of the better-known work with which
they are most commonly identified. The creative and stylistic heterogeneity
of Aardman’s short films reflects, as much as anything else, the creative
forces behind them – relatively few of their short films have been directed
by the marquee names who are most readily associated with the Aardman
style (Peter Lord and Nick Park, but also Steve Box and Richard Starzak). In
addition, and as with many animation studios, Aardman has used shorts as
a testing ground for experimenting with new techniques, styles and ideas.
However, despite Aardman’s protestations that they ‘don’t think we should
be defined by our most successful craft of stop-motion’,32 the true variety of
Aardman’s catalogue is for the most part mitigated by the consistency of their
more prominently promoted and well-known headline work. Their feature
film forays beyond their signature claymation with the CGI films made under
their deals with DreamWorks and Sony, Flushed Away (2006) and Arthur
Christmas (2011), were short-lived. Additionally, while the progeny of some
of Aardman’s lesser-known early work can be seen in some of their more
unconventional output (or the ‘darkside’ as they have sometimes labelled it),
such as Angry Kid (2009–16) and Rex the Runt (1998–2001),33 Aardman’s
offbeat tendencies are overshadowed by their more prominent output that is
consistent with their brand identity.
Where Aardman have most greatly, and most successfully, diverged from
their signature process and style is in their commercials and website work.
This is work that is less visible or less clearly identified with the studio to
the general public, but is in fact an area in which they have been highly and
consistently prolific, and was what facilitated their initial expansion from
a two-man operation. Between 1982 and 1985, the company only worked
on one project that wasn’t a commercial (the fifteen-minute short Babylon,
directed by Lord and Sproxton, broadcast on Channel 4 in 1986), and it was
during this period that they expanded their animation ‘staff ’, first hiring
Richard Starzak (who joined the company as Richard Goleszowski in 1983)
and then Nick Park (1985). While early advertising and promotional work,
such as the music video for Peter Gabriel’s hit song ‘Sledgehammer’ (1986)
and the Heat Electric campaign, led on from their successful claymation
shorts, their portfolio subsequently developed to include a very wide
range of digital and traditional animation and filmmaking techniques
such as Flash, live-action and puppeteering. More recently, Aardman has
continued to diversify through exploiting the potential of online activity.
As well as establishing an online and digital presence for their own
Introduction 9
characters and properties, for example the Shaun the Sheep – VR Movie
Barn downloadable virtual-reality content and the Morph YouTube
channel launched in 2014, Aardman also makes original content for
online and interactive platforms – for example, 2015’s Twit or Miss iOS
and Android app based on Roald Dahl’s The Twits for publisher Penguin
Random House and 2018’s well-received 11–11 Memories Retold narrative
video game set during the First World War. Aardman’s commitment to
production activities beyond their brand-identifiable material is indicated
by fact that the studio’s ‘apps, games and interactive’ division, one of five
that make up the company,34 ‘has been earmarked for sustained growth in
the company’s overall strategy’.35
The conscious and strategic diversification of Aardman’s on-screen stylistic
tendencies and off-screen industrial practices was in part necessitated by
the changing financial landscape of television in the 1990s. While Aardman
had caught their first break through commissions from British terrestrial
broadcasters – the BBC and Channel 4, these broadcasters subsequently
stopped funding independent animation to the extent that had allowed
Aardman to first experiment with, and later establish, their animation style.
Even when they were commissioning animation, television budgets had
shrunk to the extent that they rarely covered the costs of production.36 This
led to Aardman expanding into advertising, an activity that continues to
provide the company’s ‘financial backbone’ and generates a significant part
of their annual turnover.37 This diversification and the company’s core brand
have, however, a mutually reinforcing relationship. Early advertising work
was gained through the success of their claymation shorts, and their feature
film work lends the company a certain cultural prestige that attracts clients.
Similarly, while feature films are not the company’s only output, they remain
at its core, both creatively and financially, in particular through maximizing
the merchandising opportunities of their most popular characters.38 The
company’s energetic exploitation of the licensing and franchising potential
of the characters and properties most closely associated with their brand
has also helped develop the perception of homogeneity among their work,
despite its actual diversity.39
Aardman on Aardman
In Cracking Animation Brian Sibley’s summary of the studio’s history
embraces their divergent activities, yet also states that ‘even as Aardman
explore new areas of entertainment, they have consistently held onto the
hallmark qualities that have set them apart from other animation studios and
10 Aardman Animations
first brought them international acclaim’.40 This sense of coherence in the face
of disparate and diverse creative outputs and working practices is conveyed
through the studio’s self-reflexive engagement with their on-screen work
and off-screen practice. While Sibley does not specify in Cracking Animation
what these ‘hallmark qualities’ are, we can infer from Aardman’s other self-
reflexive outputs that their work is unified by a creativity integrity that means
they stay true to a shared and engrained working practice and ethos that is
not driven by a desire for financial gain, which in turn enables them to retain
their own creative identity in any context. This is something subtly claimed
in the ‘Behind the Scenes of The Pirates! In an Adventure with Scientists!’ clip
available on YouTube,41 when it is pointed out that even though the film is a
collaboration with the US studio Sony Pictures Animation, the film is ‘unlike
anything made in Hollywood’. Aardman’s non-Hollywood sensibility is
covertly self-reflected in other ways too. In ‘A Matter of Loaf and Death: How
They Donut’, David Sproxton seems to imply Aardman’s lack of commercial
drive when he points out that their films’ merchandising strategy, which is
in fact both extensive and highly profitable, is not something that drives the
creative process. This commercial disavowal is reinforced by the notion of
accidental success that often underlies the studio’s self-written history as
one propelled by talent, willing mutual commitment to core values and, to
a certain extent, good fortune rather than a financially driven commercial
strategy.42 While this was undoubtedly the case in Aardman’s very early
years, this narrative belies the more strategic piloting of the company in its
more recent history.
Instead of commercial gain, Aardman self-presents as being driven by a
commitment to a working practice that encompasses both innovation and
artistry, stays true to the handmade artisanal methods of their earliest work
and also echoes the inventiveness and resourcefulness that characterizes
Wallace and Gromit’s escapades. Aardman’s association with the handmade
has prevailed in the face of the studio’s adoption of developments in craft and
technology that have made their stop-motion animation process more time-
and cost-effective and, importantly, scalable to feature film production.43 In
part, this synonymy of Aardman with the handmade has been perpetuated
through subtle visual cues in their films and shorts, such as the addition
of fingerprints to digitally produced characters or physical models made
out of materials (such as silicone and latex) that no longer bear the trace
of the labour of their construction and animation. In behind-the-scenes
material, attention is frequently drawn to the labour involved in Aardman’s
productions and how the studio consistently overcomes technical challenges
to achieve their creative goals while at the same time taking pains to point
out how time-consuming such processes are.
Introduction 11
Notes
1 Aardman’s history is well known and widely told. See, for example,
https://www.aardman.com/the-studio/history/ (accessed 12 July 2018);
https://www.aardman.com/aardocs/ (accessed 12 July 2018); Andy Lane,
Introduction 17
on the experience of producing Morph for many years, allowed the studio
to create an engaging animated spokesperson for the Lurpak brand. This
in itself was not unique, even when executed with such skill, as character-
based advertising had been in practice at least since Michelin’s Bibendum
had appeared in the late nineteenth century.13 The use of clay animation also
allowed Aardman to make Douglas appear to be made from butter, with a
pale, yellow tinge and thus imbue the very substance of the product with
character and a life of its own. Again, this is not in itself a unique or historically
specific development. Animation has often been used to bring products to
life and, as Esther Leslie writes, ‘animation’s animatedness can be seen as
a rendition of the apparent liveliness of commodity-fetishized objects. This
is why advertisers loved cartoons from the start’.14 More than these long-
standing functions of animated advertising, it is the way Aardman’s use of
clay animation communicated affective qualities of the product, such as the
character’s ability to rapidly transform and especially the melting consistency
of the butter, that engaged the consumer with a feeling for the product, rather
than just information.
There is little discussion in the trade press of the direct effectiveness of
these advertisements, in terms of measurable changes in sales of the product.
Nevertheless, the commercials were deemed to be a success, with the first
entry ‘Scuba Diver’ being awarded a Silver Lion at the Cannes Advertising
Awards Festival in 1986. Several profiles of the studio in the advertising trade
press drew direct attention to the Lurpak advert as highly successful, whether
‘memorable’, ‘has a lot of charm’ or being ‘jovial’ and having ‘character’.15 This
enthusiasm for Aardman’s work within the advertising business can be traced
to changing understandings of the purpose and workings of advertising.
again using a pastiche of a popular song, alongside the use of the tagline ‘The
World Does [Take Access]’. In both cases, these elements emphasize a rational
argument for adopting an Access credit card: its worldwide acceptance.
Yet the Campaign story also indicates that the commercials would target
the peripheral route, to produce an affective, emotional engagement with
consumers. An account manager stated: ‘our competitive advantage is not
going to be factually based, it’s going to be emotional’,28 and this is the area
that Aardman’s animation particularly contributes to. The commercials were
primarily filmed as live-action footage in which male consumers are shown
utilizing their credit card to purchase high-value aspirational products such
as lobster in a restaurant, opera tickets while in a hotel or travel services
in a hotel while abroad. Aardman contributed stop-motion animation
of these purchases that was incorporated into the live-action footage. In
the first commercial the lobster and a platter of fruits-de-mer come to life
to sing along with the jingle in typical Aardman style, with wide, toothy
grins and white glass bead eyes. In the second commercial a pair of opera
glasses and white dress gloves come to life and sing, again with typical wide
toothy grins. In the final commercial, both the hotel concierge’s telephone
and the traveller’s luggage similarly come to life. This animation contributes
nothing to the rational message described above, but rather shows the way
the Access credit card can literally and metaphorically ‘bring to life’ luxury
goods and an aspirational lifestyle. The commercials were again judged to be
highly successful, being nominated for industry awards, and commentators
declared the ‘the campaign came to life’ thanks to Aardman’s contribution.29
Perhaps the most widely recognized advertising Aardman produced
in this early period, and the one that instigated the next major phase of
its history, was the ‘Creature Comforts’ series for the Heat Electric brand
of the Electricity Association. The adverts were inspired by Nick Park’s
contribution to the Lip Synch series of films for Channel 4: the 1989 short
Creature Comforts, which would go on to win the 1990 Oscar for Animated
Short Film.30 The Heat Electric (and subsequent Cook Electric and Dishwash
Electric) commercials achieved considerable success, winning many
advertising and marketing industry awards and gaining popular attention
with catchphrases such as Frank the Tortoise describing the ‘easily turn off
and on-able’ heating.31 As with the earlier examples discussed, Aardman’s
contribution may be understood as communicating non-functional and
emotional qualities of the brand, giving a seemingly faceless product
(electricity) a recognizable and appealing presence. This was directly in-line
with the brief from the advertising agency GGK London, who were looking
to ‘develop the emotional values of electricity as well as stress the benefits of
the product’. This was a very explicit acknowledgement of the psychological
30 Aardman Animations
the increasing attempt to articulate its brand in less tangible terms, in the
light of the new models of advertising that they were working within and had
allowed the studio entry into the field. In particular, during this period the
studio’s brand was centred on questions of technique and innovation.
From the earliest incorporation and publicity of the Aardman name
there was a tension evident in the brand between the functional association
of its work with stop-motion animation, and especially clay or plasticine
animation, and the more indeterminate idea of technical innovation, allied
with a personal, artisanal method. Following the success of the Conversation
Pieces films and the video for Peter Gabriel’s ‘Sledgehammer’, the period
between 1986 and the early 1990s saw Aardman’s brand centred on technique
and technology. Both of those works were deemed to be pioneering in their
use of stop-motion animation. Entertainment trade paper The Stage described
the Channel 4 shows as ‘innovative’ and ‘unconventional’ while music paper
Billboard described the ‘Sledgehammer’ video as ‘a groundbreaking video
causing those interested to sit up and take notice’.37 At this stage Aardman’s
predominant use of stop-motion animation was congruent with the values of
innovation and the handmade.
This discourse continued in advertising trade press discussions of
Aardman’s television commercials. Trade press descriptions of the Lurpak
advertisements discussed earlier explicitly highlighted the use of vegetable
oil sprayed onto the models to achieve a shiny quality, and how the spreading,
melting butter effect was achieved ‘by softening the wax with a hairdryer’.38
These techniques are simultaneously innovative and domestically mundane,
characteristics that Aardman would foreground in later work. A 1988
Duracell ad is described as ‘ingenious’ by trade paper Creative Review,
a quality that is attributed to the techniques Dave Sproxton explains for
creating spider webs: ‘we made all the cobwebs ourselves – some out of
nylon and some out of stringy glue’.39 Here Sproxton is again promoting
the brand values of Aardman, allying technical innovation with homespun
inventiveness. A similar account is given for another 1988 advert, for Hamlet
cigars. Discussion of Aardman’s contribution initially dwells on the use of a
lubricant normally associated with sexual intercourse in its production (‘the
KY Gel, in case you were wondering, will look like unshed tears on film’).40
Such methods led Dave Sproxton to comment later in the article ‘We’re pretty
low-tech on the whole’, yet he then emphasizes the use of ‘a little black box’
that adjusts the camera and lights to allow the creation of a chequerboard
matte at the same time as the stop-motion animation.41 The combination of
technical innovation and artisanal simplicity is thus further evident in this
discussion of the Hamlet commercials.
32 Aardman Animations
standardizing its work, not least because if Aardman didn’t do it, someone
else would simply copy its work, or ex-employees would start their own
animation studios producing work indistinguishable from Aardman’s own.47
Yet, like an actor being typecast, such a position threatened to curtail the
studio’s long-term ambitions. In particular, the advertisers and advertising
agencies’ real need could be understood not as a functional need for
stop-motion animation, but rather the emotional need for innovation or
‘creativity’, a buzz word within the advertising industry, and thus a way for
Aardman to win work through a ‘peripheral route’.48
Viewed in this light, the immediate commercial success of Creature
Comforts, discussed earlier, masked a narrowing of the Aardman brand, and
especially the foregrounding of functional qualities over conceptual ones.
In directly reusing the creative material from Nick Park’s Lip Synch film for
the electricity advertisements, the studio allowed its association with stop-
motion clay animation to dominate over its reputation as innovative. The
success of Creature Comforts after 1989 also marks the point at which the
Aardman brand began to be recognized widely outside of trade circles, be
it advertising, or film and television. The Oscar and other awards Creature
Comforts won, along with the subsequent awards for The Wrong Trousers
and A Close Shave, in one sense mark a public recognition of the innovation
seen in these films and undoubtedly helped attract further advertising work
to the studio.49 Yet that public critical acclaim also marked an increasing
understanding of its work through the ‘central route’ as Nick Park’s style of
clay animation became synonymous with Aardman in popular imagination,
while non-functional values the studio was associated with, such as
innovation, were marginalized.
Conclusion
Advertising has been central to establishing Aardman economically.
In practical terms ‘the workload has helped Aardman equip its studio
and it’s given the shop the financial wherewithal to develop its feature
films’, as Dave Sproxton stated in 1991.50 The new ways of thinking about
advertising that arose from academia in the 1980s were also reflected in the
studio’s own brand, which communicated both functional and emotional
qualities. The importance of advertising to Aardman in economic, artistic
and branding terms continued into the 1990s. As a number of chapters in
this collection indicate, the Aardman brand became further nuanced by
popular success with characters, such as Wallace and Gromit and Shaun the
Sheep, and its feature film work. As Aardman became a household name,
34 Aardman Animations
the tension between the practical identification of the studio with clay
animation and the conceptual association with innovation became bound
up with other characteristics such as its Britishness, humour and adoption
of new technologies. Just as the brands the studio helped advertise became
globalized, so Aardman also increasingly operated in the global economy.
This is most recently evident in the purchase of a majority stake in New
York advertising animation company Nathan Love in 2015. The press release
for this purchase states it ‘further establishes the company’s commitment
to its advertising business’, with ‘building a new business in New York for
American agencies’ at the heart of the decision.51 Whereas other companies
who benefitted from a growth in advertising in the 1980s, most prominently
Pixar, have since abandoned this field of activity, it remains at the core of
Aardman Animations. A greater recognition of this not only provides greater
insight into Aardman and its films than has previously been allowed, but also
points towards the importance of a more wide-ranging reconsideration of
the relationship between animation and advertising.
Notes
1 For the purposes of this chapter, music videos are considered to be a
sub-category of advertising, as implied by description of them as ‘promo
films’ or ‘promo videos’, especially in the 1980s when Aardman were
becoming established. Melody Maker, 24 September 1983, p. 5; Melody
Maker, 17 October 1981, p. 21. See also Goodwin on the ‘essentially
promotional rhetoric of the music video clip’, in Andrew Goodwin,
Dancing in the Distraction Factory: Music Television and Popular Culture
(Minneapolis, MN: University of Minnesota Press, 1992), p. xviii.
2 The main body of this book does acknowledge Aardman’s work in
advertising, albeit as peripheral to other work. Peter Lord and Brian Sibley,
Cracking Animation: The Aardman Book of 3-D Animation (London:
Thames & Hudson, 1998); Peter Lord and Brian Sibley, Cracking Animation:
The Aardman Book of 3-D Animation, Revised Edition (London: Thames
& Hudson, 2004); Peter Lord and Brian Sibley, Cracking Animation: The
Aardman Book of 3-D Animation, Third Edition (London: Thames &
Hudson, 2010); Peter Lord and Brian Sibley, Cracking Animation: The
Aardman Book of 3-D Animation, Fourth Edition (London: Thames &
Hudson, 2015).
3 Malcolm Cook, ‘Advertising and Public Service Films’, in Nichola Dobson,
et al. (eds), The Animation Studies Reader ed. Nichola Dobson et al.
(London: Bloomsbury, 2018, pp. 157–167).
4 Peter Lord, ‘On the Creative Floor: Aardman Animations’, Campaign,
9 March 2012, p. 25.
Aardman Animations, Music Videos and Commercials 35
films demonstrate […] their maker’s sonic style because very few filmmakers,
past or present, have a sonic style’.10 I contend that Nick Park’s work with
composer Julian Nott and the Aardman sound team represents a distinct
sonic style to the same extent that his work with the animation and design
teams represents a distinct visual style. Both of these interconnect, playing
with signifiers of Lancastrian identity past and present in immersive ways. In
order to explore these ideas, this chapter begins by engaging with the films’
music and sound in relation to geographical space, moving on to consider the
brass band instrumentation in dialogue with the North’s industrial past, and
finally the particularly Lancastrian symbolism of Wallace’s inventions. The
chapter ends by asking whether Nick Park’s North is nostalgic or inventive, a
memory of the past or a promise for the future.
scene as ‘out and out comedy music’ but in terms of what type of comedy he
is referring to the music clearly suggests a silent era-style piano-led type of
comedy,12 or that associated with music hall.13 Claudia Gorbman argues that
music’s relation to film is at once defined by a ‘freedom from the explicitness
of language or photographic image’ and a requirement to provide ‘expressive
values easily comprehended by listeners’.14 In The Wrong Trousers train chase
scene the music is free to play in a comedic rather than tension-building
mode but only because we, as an audience, immediately and intuitively read
this divergence as reflective of the silly situations which provide the climax
to a typical farce.
The correspondence of image and music is also impacted by the production
workflow. In Lord and Sibley’s ‘how-to’ book, Cracking Animation, Julian
Nott speaks only in general terms about his process: ‘in animated films the
music may be needed first if the film is dependent on a song […] In more
story-led films, I prefer to come in at the end when the editing is finished and
I can write music to the pictures.’15 We can presume therefore that Aardman,
at least during the late 1990s, routinely scheduled music as a post-production
process. In Daniel Goldmark’s book on Hollywood animation music, however,
a clear case is made for the typical workflow incorporating a musician from
the start, with musical composition being ‘integral to the construction of
cartoons’.16 Chuck Jones famously incorporated musicality even down to
the timing between key poses. Arguably, the extent of music’s incorporation
into the animating process goes a long way to determining how ‘toony’ the
final effect is.17 With Aardman working in a straight-ahead style, privileging
‘strength and simplicity, directness and energy’,18 ultimately appearing less
choreographed as a result, the choice to leave musical composition until the
end results in a more live-action-style approach. The music and sound of
Wallace and Gromit is still within the range of animation, but it is on the
more realist end of that range.19 It is exaggerated, but not toony.
The physical setting of the Wallace and Gromit films is accompanied by
sonic signification and the sonic landscape is constructed through Julian
Nott’s musical cues. These cues relate to Larsen’s ‘structural resemblances’ in
that they draw upon generic expectations fostered by comedy music in order
to cue the on-screen action. The sound effects and foley compiled under the
direction of editor Helen Gerrard contribute to this resemblance in a more
direct manner – sounds introduced to accompany images of sound-making
actions such as footsteps – and the performances of the actors themselves
contribute to a vocal performance that resembles the character’s written
characterization. All of these elements combine to immerse the audience
in Wallace and Gromit’s world, geography and all. Importantly, the creation
of music, sound and voice takes place at considerable distances and times
Music, Sound and Northernness 43
and embed them in place,20 while Alain Corbin’s theory of ‘auditory markers’
places sounds themselves at the centre of place with space exiting in relation
to them, place being an ‘enclosed space structured by the sound emanating
from its centre’.21 Whether it is the listener or the sound at the centre of
place, our relation to sound has a clear role in defining how we relate to the
environment with which we are presented. The sound of feet on cobblestones,
especially in The Wrong Trousers and A Close Shave, places us straight into
the North described in Orwell’s opening to The Road to Wigan Pier: ‘the first
sound in the morning was the clumping of the mill-girls’ clogs down the
cobbled street. Earlier than that, I suppose, there were factory whistles’.22
The ‘sensory environment of the city’ which Michael Bull associates with the
sound of ‘recent technological developments’ is instead signified here with
the noise of the industrial revolution.23 The sound of Wallace’s machinery
is pneumatic in nature, it tells of cogwheels, gears, steam, traction belts
and the turning of heavy metal parts slick with grease. It is distinctly not
contemporary, but the celebration of noise once associated with a ‘descent
into [industrial] hell’ now in the service of the small,24 the local and the
suburban. The quintessential auditory marker for the Wallace and Gromit
films is perhaps then the sound of techno trousers stomping hydraulically
down a redbrick street with an old-fashioned metal dustbin clanging about
on top of them.
The music too cements us firmly in place. Considering the second order of
structural resemblances, those connected not by direct mimesis but generic
association, Wallace and Gromit can be heard inhabiting a place defined
by the popular music of bygone generations. There is, of course, the ever-
present sound of brass – the significance of which shall be returned to later –
but characters and moments also have their musical sense of place. When the
robot in A Grand Day Out dreams of skiing we hear the theme tune played in
a gypsy jazz style of the sort normally providing cinematic accompaniment
to English daydreams of French holidays. Feathers McGraw, the penguin in
The Wrong Trousers, plays records late into the night featuring the kinds of
organ music typical of the Northern ‘club scene’, the organ always slightly
out of tempo with the backing band.25 Meanwhile, Gromit’s classical music,
from Bach to ‘Poochini’ ends up in the bin. Narrative moments often draw
on musical reference points, from the music hall comedy of the train chase
mentioned earlier to Gromit’s aerial antics in A Close Shave accompanied
by stirring wartime strings. These musical reference points act individually
as intertextual signifiers but also, considered collectively, take on the
‘mutual implication’ described by Claudia Gorbman wherein music not
only accompanies events on screen but expands the limits of the cinematic
world through both diegetic and non-diegetic musical range.26 The range of
Music, Sound and Northernness 45
music in the Wallace and Gromit films presents to us a musical place. Richard
Hoggart, studying the working-class North of his childhood, described in The
Uses of Literacy how ‘groups still sing some of the songs their grandparents
sang. They do not sing any from before then’.27 Sociologist Steve Hanson
confirms that ‘around fifty years’ is the average span of this living cultural
memory.28 Wallace and Gromit’s music (other than the classical) seems to
reach from the early 1970s of ‘Puppy Love’ back to movie soundtracks of
the 1940s and 1950s, giving them a similar historical breadth of reference
between two and three generations. It also places them outside our own time
as an audience, giving them the musical taste of the average grandparent at
time of first release in the 1990s. Park has commented upon how he always
thinks of Wallace as ‘much older than me’, regardless of their increasingly
similar ages, and the historical musical range of Wallace’s taste fit with this.29
Wallace’s musical place is not only Northern, but a North in which Parks’s
grandfather would have lived.
in subtler ways the fusion of martial, largely classical passages with more
lyrical and jazzy passages also mimics the Northern brass band sound. As
with Hoggart’s description of popular songs spanning three generations of
musical memory, band repertoires were also ‘borrowed from other sources –
the concert hall, the theatre, film music, tunes from the charts’ with medleys
of tunes or ‘fantasias’ aimed at providing entertainment for young and old
alike.32 There is a tremendous community focus in the brass band repertoire
which aims to represent the current tastes of listeners and players alike. It is
at once popular and aspirational, a fusion of elements normally associated
with distinct high and low musical cultures.
The community focus of the brass band is a product of its history. It is the
same history which explains the form’s popularity as one overwhelmingly
associated with the North. Where English rural areas had folk bands, mostly
comprising ‘reed, wind and string instruments’,33 the Scots had their pipers
and the Welsh their male voice choirs, the workers of the North gravitated to
brass. Bands typically emerged in the large-scale industry which dominated
the North in the Victorian era. Brass bands were modelled on military
marching bands and, as Barrie Perrins describes, were usually formed
through ‘sponsorship by factory owners, some of whom appreciated the
cultural benefits bands could give, also the means to unite workers’.34 The
majority of brass bands were therefore associated with mills or collieries,
with large-scale philanthropic groups like the Salvation Army also creating
bands towards the end of the nineteenth century. There is something about
the weight of brass that fits with the exclusively masculine worker’s band,
and a pleasure to be had in loud noise puncturing the already deafening
surroundings of the factory or mine. Roland Barthes describes in ‘Musica
Practica’ the ‘two musics: the music one listens to, the music one plays’, these
being ‘two totally different arts’ with their own aesthetic attractions and
rewards.35 The community which formed around a brass band historically,
and still does to a lesser extent today, is undoubtedly the latter of these, but it
is the kind of ‘playerly’ music which nevertheless aims at a communal rather
than individual expression.
There is a classed element to the brass band which is also particular to
the conditions of the industrial revolution wherein cities like Manchester,
Liverpool and Sheffield became the ‘workshop of the world’. Money was made
at an astonishing rate and works like Engel’s The Condition of the Working
Class in England describe the unprecedented level of social damage this
caused to the poorest in society.36 There was, nevertheless, always a strong
core of motivated workers who strove to maintain their dignity even in harsh
conditions and would struggle to improve themselves in the face of ever-
increasing class enmity. The brass band was a magnet for these individuals,
Music, Sound and Northernness 47
individual,’ he wrote, adding that it also ‘constituted the true source of national
vigour and strength’.41 Raymond Williams notes how this new individualistic
spirit was emphasized in literature of the era in ‘the conventional figure of the
orphan, or the child exposed to loss of fortune’.42 The orphan, unencumbered
by family and tradition, represents the spiritual state of industrial man. The
occupation of the successful, self-made man, for the same reasons, is that of
the inventor. In this sense, we can see in Wallace an incarnation of earlier
Lancastrian inventor characters. Elisabeth Gaskell’s industrial epic Mary
Barton, for example, sees only one family escape the confines of the working
class, doing so through the father’s inventions. Hardy’s Mayor of Casterbridge
symbolizes the displacement of rural tradition through the arrival of Scottish
businessman Farfrae, trained in the North. In Hard Times, Dickens presents
Bounderby as a parody of the self-made inventor, only for it to be discovered
he is not as ‘self-made’ as he claims. Entreprenurial invention was enabled
by the Patents Law Amendment Act of 1852, and it is no coincidence that
the same UK Patent Office commissioned Wallace and Gromit to market a
rejuvenated patenting process in 2009. In the advert, ‘A World of Cracking
Ideas,’ Wallace encourages the British people to ‘get your thinking caps on
and you could be a famous inventor, like me!’. Wallace’s prolific inventing
casts him as a one-man industrial revolution. He exudes all the homely
qualities of brass band tunes while also representing a savant-like virtuosity
typical of a disciplined ‘self-helper’.
It is no wonder that Wallace would encourage people to make use of the
patent system if we consider his rise through the class system over the years.
In A Grand Day Out, Wallace is merely a hobbyist tinkering in his basement.
His trip to the moon is devised as something to do during the ‘long bank
holiday’, suggesting that he works for someone else during the week. By the
time we see him again in The Wrong Trousers, he is self-employed, having
both a main business and a side project in A Close Shave. In the final short
film, A Matter of Loaf and Death, Wallace has risen from humble beginnings
and is now a mill owner (albeit of the wind variety). In Curse of the Were-
Rabbit, he even flirts with aristocracy, the aspiration of all ‘new money’ being
to marry into an aristocratic family. They may appear to go wrong all the
time, but Wallace’s inventions have nevertheless provided a decent living for
a man of his presumably humble origins.
It is for this reason that we might consider a satirical reading of Wallace’s
inventions to be missing the point; rather, they act in the same manner
as the music and sound by foregrounding industrial-era crankery in a
warm-hearted, nostalgic way. Paul Wells, analysing the series as a satire
on modernism, describes the ‘autonomous gag’ in The Wrong Trousers as
‘ultimately about humankind’s precarious hold upon the space it inhabits
Music, Sound and Northernness 49
and the control it assumes it has over the natural order’.43 This interpretation
draws upon a line of machine-related humour which goes back to Chaplin’s
Modern Times and Rube Goldberg’s elaborate engines and ultimately
reflects Bergson’s theory of laughter: ‘it is the business of laughter to repress
any separatist tendency’, he argues, ‘its function is to convert rigidity into
plasticity, to readapt the individual to the whole’.44 Bergson saw humour’s
role as anti-individualist, a way for society to puncture the pretentions of
those who travel too far from established patterns. The man caught up in
the malfunctioning machine has received his comedic justice for preferring
machines to people.
By contrast, the machines of Wallace and Gromit are funny because of
their self-made individuality. They transform the imagery of the industrial
revolution into something homely and familiar, metal turned in the direction
of music. ‘Wallace’s wonderful, riveted moon rocket has all the comforts of
home,’ Sproxton and Lord write, ‘including – uniquely in the annals of
space exploration – curtains and wallpaper’.45 The various inventions,
each dutifully suffixed ‘-O-Matic’, are celebrations of Wallace’s savant-like
ingenuity regarding all things mechanical. Nick Park himself has attributed
Wallace’s penchant for invention to his own father who ‘used to work in
the shed making things all the time’.46 The inventions, like the use of brass
instrumentation and Wallace’s many Lancastrian turns of phrase, are part of
the warm-hearted nostalgia for a Northern past which gives these films their
charm. They also both draw upon a tradition of self-improvement embodied
in the camaraderie of the brass bands and the individual innovator working
to improve industrial processes. Both are forms of creative, individualistic
self-expression which ultimately benefits the broader community and
society overall. The climactic moments of The Wrong Trousers, A Close Shave
and A Matter of Loaf and Death are all arranged around the functioning and
malfunctioning of Wallace’s inventions. At these points, the pneumatic
industrial sounds of pistons and steam valves synchronize with the rising
action of the soundtrack; the alignment of diegetic sound and non-diegetic
musical accompaniment heightens the action, the machines appearing
to become rhythmical, musical agents themselves. These moments break
from the more realist soundscapes typical of the rest of the film, suddenly
filling the scene with the abundance of personality typical of more ‘toony’
styles.
If there is satirical intention behind Wallace’s inventions, it is a generous
satire and one which aims at creating sympathy for the underdog rather
than punishing transgression in a Bergsonian manner. Wallace and Gromit’s
characters are so rounded that they permit an audience to simultaneously
laugh at them and with them, just as they can both inhabit thoroughly
50 Aardman Animations
Conclusion
In conclusion, we can return to the ‘quintessentially British’ quality of
Wallace and Gromit in both its particular particularity – its Northernness –
and, through Quigley’s theory of ‘glocalisation’, its universal particularity,
the eccentricities of the local which anyone can identify with, regardless of
their own geography. The same dialectical qualities of glocalization can be
found in each of the elements discussed in this chapter. Settings are neither
urban nor rural but evoke a ‘local’ spanning both. Music is neither typical
Hollywood nor a traditional brass band but pursues its own logic which
draws on both. Sound is a hybrid of realism and toon; stories are a hybrid
of the mundane and the spectacular. Overall, we are left with a result which
is perfectly rounded, self-encapsulated and is connected to the world while
being entirely comprehensible and enjoyable on its own. If nostalgia is the
process by which objective memory is rounded into subjective narrative,
then perhaps this ‘glocalisation’, finding the universal in the particular, is the
same process. Musically, the world of the Wallace and Gromit films draws
inspiration from Northern sources, but its sonic landscape is a uniquely
Aardman creation.
Notes
1 Visit England, ‘Wallace & Gromit – Holidays at Home – Making of ’
[YouTube video] (3 May 2013). Available at: https://www.youtube.com/
watch?v=qpuGAbdlyYU (accessed 4 April 2018).
2 Stephen Cavalier, The World History of Animation (London: Aurum, 2011),
p. 354.
3 ‘Wallace and Gromit Nominations’, Icons: A Portrait of England
(7 June 2009). Available at: https://web.archive.org/web/20090101211807/
http://www.icons.org.uk/nom/nominations/wallacegromit (accessed
10 April 2018).
Music, Sound and Northernness 51
There is a framed panel from an old comic that takes pride of place in Peter
Lord’s office in the plush depths of Aardman’s headquarters in Bristol, in the
South West of England. The panel depicts a rampant hippopotamus butting a
keeper into the air as the man cries out, ‘Yahoo! My last moment has come’. It is
too alluring as a symbolic touchstone not to use as the starting place to explore
Lord’s identity as an artist and filmmaker. In this initial catalyst alone, I wish
to begin a considerable revisionism, or at the very least, the suggestion of an
alternative perspective on Lord, whose usual narrative has been synonymous
with the story of Aardman itself. This is constantly recounted in most
interviews – joining up with his geek companion, David Sproxton, and making
low-rent table-top animation that was quickly embraced by the BBC in Vision
On in the early 1970s; recruiting Nick Park, and later, Richard Goleszowski
and Barry Purves, for the Lip Synch series; the slow but sure expansion of
the studio, following the successes of their animated documentary shorts and
the Creature Comforts television campaigns; Park’s rise as the company’s go-to
award-winning auteur; the success of the feature films; building a Pixar-styled
new studio; the Christmas Day success of A Matter of Loaf and Death and so
on. While this tells us much about Lord’s often self-effacing role in the creation
and development of Aardman, it does not reveal Lord himself, nor his authorial
identity as a creative director. To this end, it is useful to start, for example,
with the fact that Lord undertook an English degree at the University of York,
graduating in 1976. To paraphrase master writer and director, Billy Wilder,
then, when answering the charge that European émigrés in Hollywood were
too forward because they naturalized the idea that the director would write, he
replied that what was most significant was that they could read.1
I have been fortunate to know and work with Lord on a number of
occasions at festivals and on making-of documentaries, and over a number
of years it has become clear that Lord is a much more complex figure than
54 Aardman Animations
his public persona sometimes allows. There has always been a disjunction
between his presence as an avuncular CEO, essentially ‘fronting’ the
studio’s activities in public engagements; his playful performance as a
sometimes-bumbling English eccentric; and his powerful and influential
roles as practitioner, businessman and leader. The panel in Lord’s office – an
image from British comic The Dandy – suggests a different sensibility, and
says something about the agency and currencies of Lord’s work. The mad
surrealism of a charging hippo coupled with the man’s gleeful acceptance of
his demise points up not merely Lord’s absurdist sense of humour, but also his
existential outlook, and his tacit acceptance of a darker state of affairs in the
human condition. While he shares Nick Park’s nostalgia for a 1950s’ ‘England-
that-never-was’ unencumbered by social, cultural and economic reality, Lord’s
perspective demonstrates an altogether more literary and philosophically
grounded awareness. Lord’s love of the word ‘brute’ as a description for
the hippo, for example – part of a ‘Boys’ Weeklies’ vocabulary, in which he
maintains expressions like ‘crikey’, or phrases like, ‘Hmm, these are brainy
questions’ – affords the view that it is important to understand that it is indeed,
Lord’s love for language which offers significant clues about his outlook.
George Orwell wrote about such language in his essay ‘Boys’ Weeklies’
and described its milieu in these terms: ‘in general they are the clean-fun,
knock about type of story, with interest centring round horseplay, practical
jokes, ragging masters, fights, canings, football, cricket and food’, adding
‘sex is completely taboo, especially in the form in which it actually arises in
public schools. Occasionally, girls enter into the stories and rarely there is
something approaching a mild flirtation, but it is entirely in the spirit of clean
fun’.2 This general outlook and tone – simply one of ‘clean fun’ – underpins
the Lord oeuvre, expressed in similar matters of theme and detail, but also
in the construction of worlds that speak to, and test, both the strengths and
limitations of animation, and to the parameters of the material world as he
understands it, interprets it and sees fit to let it in. For Lord, this is about
the combination of his literary sensibility, his interest in history and his
desire to embrace animation as a tool of expression in the service of broadly
philosophic principles and ideas.
Although virtually all critical accounts of animation rightly concentrate
on its techniques and its primarily visual storytelling or abstract expression,
the role of language in the interface between image and text is less addressed.3
Lord’s literary background and interests, though, provide some pertinent
pointers to how this becomes important in his own work, most notably
through the influence of Laurence Sterne and Samuel Beckett, popular forms
like ‘the comic’, and in the pantomimic films of French comic actor and
director, Jacques Tati. The ambiguities, limits and attractions of ‘language’,
Peter Lord and the Literacy of Wit and Nostalgia 55
are, in fact, intrinsic to Lord’s approach and are instrumental in the ways
Lord mediates the studio, the development and direction of his films, and
the nature of the animation he creates. This is informed by different language
forms, idioms and genres that underpin the narrative structures, aesthetics
and approaches to performance and representation Lord employs, an
engagement which, unlike Nick Park, who embraces a more image-based
approach often related to traditional film genres,4 draws upon other modes of
visual and textual formalism. This key concept will be addressed throughout
the following discussion.
as particular favourites. The connection with Sterne also has some other
resonances that are helpful to introduce here: Sterne was a parson in York
before he became a writer of some celebrity when his novel was published, in
which he appears in a veiled self-portrait as Parson Yorick. The connection
to York is purely coincidental, but the theological dimension is pertinent to
Lord. Although it has always been assumed that the most influential role that
both the parents of Lord, and his creative partner, David Sproxton, had in
their careers was in facilitating an introduction to producers at the BBC, it is
perhaps something far more ongoing and significant – Sproxton’s father is a
vicar and made religious programmes for the BBC, and Lord’s father trained
to be one, before giving it up to pursue another career. He notes, however,
‘we have at home a family tree, made by my uncle, and there are dozens of
vicars all over Sussex; they are all my ancestors’. Although neither makes this
explicit in their work or public identity, ‘Dave is more explicitly socialist, but
for me it’s the desire for goodness, kindness, not brightly coloured virtues
really, but honesty, and that you can see that coming through in the film; you
have to trust that the filmmaker is doing what they want to do’. It is clear that
Christian values – care, compassion, collaboration and belief-underpin Lord’s
characters and narratives, not only in the sense of how they represent them,
but also in how they imbue the Aardman brand.
The second aspect that can be drawn from the influence of Sterne is that
he was clearly working in a tradition out of Rabelais, and texts like Burton’s
Anatomy of Melancholy. This tradition embodied the idea of ‘learn-ed wit’, a
certain intellectually driven playfulness, that was often satiric or philosophical
in kind, and used the vehicle of literary forms to parody the limits of those
very forms as texts by which to in some way logically apprehend, order and
cogently narrativize existence.7 This approach allows a maximum degree
of flexibility, one that simultaneously allows for the free flow of ideas and
invention, and constantly revises the parameters of the form. Lord readily
recognizes and employs Sterne’s method in animation – on the one hand,
constantly foregrounding the relationship between the creator, the form and
its reception, and on the other, providing diary or letter-like episodes (or,
alternatively, micro-narratives), on associative subjects. In Sterne’s case, for
example, building a bridge, the significance of noses, futility, sleep, words
like ‘Zounds’ and the value of breeches.8 In Lord’s case, shiny cutlasses,
ham, girls with ginger beards, Michael Jackson’s moonwalk, fish dressed
up in a hat and Blue Peter badges in just one illustrative but typical scene:
the Captain’s introduction of his crew in The Pirates! In an Adventure with
Scientists! (2012). It is not hard to see how Sterne’s episodic narratives, full of
digression, and self-conscious ‘story-making’ functioning as a joke in itself,
have influenced Lord’s style and approach. Further literary, formalist and
Peter Lord and the Literacy of Wit and Nostalgia 57
done by different animators, but I try to imbue their work with my gesture,
the smile, the way of moving, helping them to register the right choices, and
they end up as self-portraits.’
how people behave, or some of the truisms or the silly things that people
say or do. I think you should find what the story is trying to say, or what it
might mean, rather than imposing a meaning on it you might want to reveal’.
Lord seeks to avoid what he sees as the overt attempt at ‘moral education’ in
the Hollywood model, and rather ensure that discourses about morality are
imbued in accessible plots. This largely makes Lord’s narratives situational
and event led, and these early films privilege the minutiae of a situation and
the ‘event’ of an exchange between the people involved. Such a model of
‘documentary’ uses the actuality of sound recording matched to the mediation
of material forms that demonstrably represents selective intervention. Lord
insists upon a point of focus that may have otherwise gone unobserved or
not specifically ‘listened’ to in traditional documentary recording. In this,
he uses animation to shift the idea of documentary representation from
the filter of the observational lens to the associative suggestion in ‘state of
becoming’ in the material construction of the image noted earlier.
A pivotal moment in Lord’s career in this regard therefore becomes the
two films made in the late 1980s, War Story (1989) and Going Equipped
(1990), which represent the maturation of his documentary sensibility,15
and the emergence of the ways in which the observational visualization
which underpins it plays out in more overtly comic form in War Story in
particular. The wartime recollections of Bill Perry in War Story, for example,
are used to develop visual jokes – Perry’s house ‘on the slant’, which renders
everything rolling downhill; the playful sentience of Perry’s pet dog in
which the dog pretends to be an air raid warden; the surprise noise of a
coal delivery being mistaken for a bomb going off, the seeming presence of
Hitler in Perry’s bedroom; and the painful cramming of Perry’s family in the
coal bunker. Again, this situational comedy is drawn from Lord’s interest in
silent comedians like Buster Keaton and Jacques Tati, not merely in creating
‘funny’ situations, but also in linking this out to ‘the social relation’, and most
particularly, a Beckettian universe in which everything, however bleak or
potentially threatening, is rendered as absurd. Lord’s parents introduced
him to Tati through Mon Oncle (1958), leading him to conclude, ‘I love
Tati’s persona, slightly distant, slightly awkward, a man constantly surprised
by life – following the logic of cutting the wrong branch, then ending up
trimming the whole hedge’. This model of the ‘clueless hero’ is a fundamental
presence in Lord’s work, and a key cipher for his engagement with more
formalist models of invention that use the distinctive parameters of the
language of animation to address the folly of human existence.
Tati’s sophistication in using ‘low’ comic slapstick for ‘high’ conceptual
purpose was an important influence on the making of Adam (1992), in that
Lord was frustrated that animation festivals had often rejected the invention
Peter Lord and the Literacy of Wit and Nostalgia 61
from animation styles in the independent sector, and outside film culture, for
narrative form and content more rooted in the ‘real world’. Yuri Norstein’s The
Overcoat (unfinished) was an influence on Going Equipped in its pacing and
attention to the visual depiction of consciousness and memory, while Paul
Driessen’s formalist experiments with screen space in films like On The Land,
At Sea And In the Air (1980) and The End of the World in Four Seasons (1995),
informed Lord’s split-screen narrative in Wat’s Pig (1996). The parallel lives
of brothers separated as babies are shown as the two are drawn back together
with the onset of war. One boy is saved by a pig and lives as a peasant, while the
other boy lives as a prince; the former later taking his frightened brother’s place
in battle, and preferred by those who formerly served the privileged prince.
Lord seamlessly and gently points up issues of class, power, and equality, and
ultimately plays out his central and prevailing theme that friendship, affection
and human warmth can triumph over the adversity and challenge that might
compromise it. Lord’s texts thus speak of their moral position through the
formalist metaphors that drive plot and narrative.
Adam is in effect a visual metaphor; Wat’s Pig a moral fable; Chicken Run
(Peter Lord and Nick Park, 2000), the studio’s first full-length feature, in
being ‘The Great Escape with chickens’ is essentially the mobilization of the
prisoner of war film as a metaphoric vehicle to tell a morally driven story
set in a battery farm. For Lord, though, as well as a challenge in relation to
the film’s length and narrative, it was a formative process in changing the
logistics of the studio and the ways in which a feature is made not by several
people, but by several hundred people, that changed his view of practice. As
Lord explains:
[T]he leap to industrial scale production was huge; I did not know
about the story reel then; we did not have enough animators; I had
done animatics by drawing them all myself; but feature length, we
had a constantly changing script, thousands of drawings, and a daily
public showing to convince everyone of what we were doing and that it
would work.
This shift echoed the industrial model, pioneered at the Disney studio in
the 1930s, and which is essentially the same in the major American studios
in the contemporary era. Lord is resistant to some of its processes though,
particularly the idea of the ‘story blitz’ conducted by multiple writers,
which underpins what he calls a ‘Frankenstein’s monster of a movie on the
wall’, which is the starting place for future editorial intervention and story
development. Lord’s altogether more intimate authorial process, working
with a small team of comedy writers once the core treatment and storyboard
Peter Lord and the Literacy of Wit and Nostalgia 63
has been developed, effectively refines the ‘world’ of the film, but crucially
moves to a more formally scripted stage earlier in order that verbal and
linguistic gags can play as much a part in the story – and chiefly, in the
dialogue – as the visual sequences. The differences in style and tone between
Lord and Park as co-directors could be reconciled by dividing scenes that
privileged their approaches, each preparing animators with a particular
performance direction, Park often drawing from genre examples in other
films and visual sources, Lord through his own theatrical performance and
focus on language.16 Lord explained of his work on Chicken Run: ‘every single
stage of the movement is an experiment, or even an adventure, because you
have this idea of where you’re heading, but no certainty of getting there’.17
This idea of the ‘experimental’ remains bound up with the ways in which
technique facilitates the story event. The fascination with Heath Robinson/
Rube Goldberg’s machines is normally a playful aspect of Park’s comic
outlook, but Lord’s influence is clear here in the greater absurdist threat of
the pie-making machine and the overall infrastructure of the prison-like
farm in general. The idea of a ‘contraption’ is transformed into a monstrous
‘mechanism’, and altogether more dystopian in the style of Chaplin’s Modern
Times (1936). The more utopian aspects of the film were influenced by David
E. Levine’s 2003 short story ‘The Story of the Golden Eagle’, in which an eagle’s
egg finds its way into a chicken’s nest, and although the eagle only knows
himself as a chicken, and that chickens cannot fly, he eventually confirms
his desire and ambition to succeed by flying, and finding his true identity.
The narrative was also informed by Orwell’s allegorical novella, Animal Farm
(1946), a metaphorical rumination on the Russian Revolution, in which the
idea of uprising and resistance is a central theme. The writers, Briton Jack
Rosenthal and American Karey Kilpatrick, worked with Lord and Park to
secure what Lord calls ‘an animated British POW movie, with chickens, made
in Bristol, but with the full Hollywood treatment’. In essence, by the end of
Chicken Run, Lord had established and advanced all the formative credentials
of his personal and professional identity at the studio by ensuring that Aardman
preserved its brand as a British 3D stop-motion animation studio, advanced
its standing as an international producer, and rooted its outcomes in the core
literary, historical and ethical considerations Lord has always embodied.
The performer-storyteller
With the rise of Disney Pixar and DreamWorks SKG in the United States,
and working through the benefits, tensions and complexities of collaborating
with DreamWorks SKG and later Sony Animation, Lord reconciled the
64 Aardman Animations
I am still a bit old fashioned really. I like the CGI films, of course,
they look great and they are getting cleverer and cleverer, but I think
somewhere the audience knows it’s just noughts and ones in the
computer. It probably goes back to our childhood when we play with
toys, and people see something of that in our puppets. The sense of fun
and ingenuity in playing. The audience knows it is not real, but they
believe in it completely. Something hand-crafted and cared about, like
people care about their toys.
The Americans adapt stories, but as Dave [Sproxton] says, they just
work from a kernel of an idea and build on it, like Shrek, which was
just a thirty odd page picture book really, or Cloudy with a Chance of
Meatballs, which is mainly pictures, too. And The Lorax; there is just
so much fleshing out to do, that I am less interested in that. You may
as well start from your own story or visual ideas, like Nick [Park] does,
or use a more developed story. I have a copy of Pirates somewhere with
loads of underlines, and notes of all the funny bits that made me laugh
out loud, and really what I wanted to do, was rather than adapt the story,
Peter Lord and the Literacy of Wit and Nostalgia 65
I wanted to adapt the world. Animation is really good for that, you can
do the funny, and you can make a world that people can get involved in.
The Pirates! had a sort of cult readership, so I didn’t feel I had to appease
lots of already invested readers, and that if we did it right, and involved
Gideon, they would recognize and enjoy his world. There are so many
great ideas, and it is so funny, it was so good to do.
In Lord’s world, Jane Austen can share a pub with the Elephant Man, and
be in the thrall of ‘clueless hero’ and raconteur, the Pirate Captain. The
Captain, who is both intrinsically foolish and a fundamental believer in
his own superiority, is being duped by the naturalist and biologist, Charles
Darwin, who plans to steal the Captain’s pet dodo bird. Lord gently mocks
the monarchy, key cultural institutions like the Royal Society, and the class-
conscious societal constructs that encourage self-absorbed ambition and
social climbing. Once more, though, this is in a knowing tone that apes
‘The Boys’ Weeklies’: Darwin’s craving for scientific knowledge and status is
couched within the discourse of wanting a girlfriend – ‘we’ve all done silly
things to impress girls’, says the Captain; Queen Victoria’s paranoid hatred of
pirates is described as ‘beard envy’ or caused ‘by being bitten by a pirate as
a child’ in a parody of psychoanalytic jargon, while the Captain’s sacrifice of
everything to win the ‘Pirate of the Year’ is constantly understated or made
the subject of hyperbole as ‘not a total success’ or ‘terrifically idiotic’. Much of
the humour of the film beyond its action sequences is couched in such literary
rhetoric – the wit emerges from the knowledge the film and the audience
shares about the formalized registers of expression and representation in
cultural institutions. More traditional representations of pirates and piracy,
as well as the social institutions of the Victorian era are replaced by a range
of modern English ‘types’ playing out class identities and (mainly) ritualized
formations of masculine identity. The Pirate Captain, like Morph, like Adam,
like the peasant prince, is a reflection of Lord, at once ambitious, playful,
engaging with challenges, but consistently without cynicism, and a knowing
amusement about the absurdity of experience. As Lord remarks:
I like characters who are a bit clueless really, but likeable. We are all a
bit clueless, aren’t we? We have a view of ourselves that is probably very
different from the way other people see us. You can dramatise that in
a story, and it has got so much comedy, and sometimes pathos in that
situation, like with the Pirate Captain, or even, Rocky.
connecting agency that involves the audience and prompts the feeling of
empathy. For all the appeal and absurdity of the Captain, the most important
element that the audience takes away is that he nearly loses the love and
loyalty of his crew because of his own selfish motives. Although this is not
the ‘moral education’ of the Hollywood model, it is the implied assertion
of the importance of human bonding, community and collaboration, in the
face of all the supposed attractions and rewards of money, power and status.
It is also the key aspect of Lord’s self-portrait.
The polyglot
If Nick Park’s characters and films have become synonymous with Aardman
in public discourse, it is Lord’s identity that has become synonymous with
Aardman as a studio and a brand, and in relation to the overall narrative
that Lord has essentially become the author of in his public appearances.
Although I have argued here that this has obscured his status as a filmmaker
with highly particular approaches and preoccupations, it is also true that his
public persona (which is much more established than Park’s, who normally
only appears to promote his films) in relation to the studio also helps to
contextualize his practices as a polyglot role-player within the company.
In many public forums, Lord usually cites the creation and maintenance
of the studio itself as his greatest achievement, not least because it is now
represented by a high-quality and long-standing body of work, the sustained
employment of many artists and collaborators, studio buildings and estates,
and an increasingly diverse portfolio in social and cultural presence. This has
also necessitated Lord finding his place within his own larger narrative, and
defining certain aspects of his practice as definitive in not merely in his own
outlook, but in the ethos of the studio itself.
For example, he notes:
I didn’t like the expression ‘family film’. I thought it meant that we just
cared about getting the biggest audience possible. I’m a bit ashamed of
that, now. Because now I know that our films can be enjoyed by the
whole family – grandparents, parents and kids can go together and all
enjoy it. That is just marvellous thing, a great thing.
This realization properly speaks to the wide generational appeal of the studio’s
work, and as such, its signature style, but equally, it shows that a highly
significant model of success has been achieved allied to creative, aesthetic
and ethical integrity, and most importantly, with a high degree of humility:
Peter Lord and the Literacy of Wit and Nostalgia 67
In the figures of Morph, Adam, Rocky, the peasant prince and the Pirate
Captain, Lord has demonstrated the ‘invention’ that characterizes his
approach to animation, to storytelling, to practice and in embodying the
moral and ethical enquiry that promotes kindness and compassion in the
process of self-realization. These characters become responsible and
resilient in evidencing their fortitude and good humour in the light of life’s
challenges. Lord’s polyglot public persona is therefore yet another reflection
of his capacity for performance and wit in the context of the modern absurd.
literary texts and historical resources Lord so admires, embodies and plays out
in all his roles and identities. I am reminded therefore of the Pirate Captain’s
response when asked to name three elements to gain entry at the Royal
Society’s ‘Scientist of the Year’ Awards. He says, ‘gold, ham, and the tears of a
mermaid’, an apt metaphor for Lord’s preoccupations – ‘gold’, the privileging
of the most precious things; ‘ham’, the playing out of a knowing yet universal
humour; and ‘the tears of a mermaid’, that ‘impossible-to-properly-know-or-
possess’ quality that defines beauty and emotion. It is this triumvirate that
embodies Peter Lord and the significance of his work, both in animation, and
for the communities he works with, and for.
Notes
1 By coincidence, Lord’s favourite film is Some Like It Hot (Billy Wilder,
1959).
2 George Orwell, ‘Boys’ Weeklies’ (1939) in G. Orwell (ed.), Inside the Whale
and Other Essays (London: Penguin, 1957), pp. 179–80.
3 Scholar and animator Miriam Harris explored this issue in her PhD thesis:
‘Words & Images That Move: The relationship between text and drawing in
the animated film and graphic novel’, University of Auckland, 2011.
4 Park largely develops visual scenarios and comic sketches which serve as
the vehicle by which to work with screenwriter Bob Baker, for example, to
develop a screenplay.
5 All information and quotes from Peter Lord throughout this chapter have
been drawn from three formal interviews, and a number of informal
discussions, shared with Lord since meeting him at Zagreb International
Animation Festival in 2002. These include a guest lecture at Loughborough
University (2006); sponsorship meetings for the John Grace Memorial
Conference (2007); Festival events at Utrecht (2009) Portland (2010),
Teplice (2012) and Bradford (2014); script development and documentary
production (2012/14); and studio visits (2014/15).
6 See Paul Wells, ‘Boards, Beats, Binaries and Bricolage: Approaches to the
Animated Script’, in J. Nelmes (ed.), Analysing the Screenplay (London:
Routledge, 2010), pp. 89–105.
7 See Robert Burton, The Anatomy of Melancholy (New York: NYRB
Classics, 2001 [1621]).
8 See Laurence Sterne, The Life and Opinions of Tristram Shandy (London:
Penguin, 1967 [1759–67]).
9 See, for example, Ed Hooks, Acting for Animators (London: Routledge,
2011)
10 Paul Carter, ‘Interest: The Ethics of Invention’, in E. Barrett and B. Bolt
(eds), Practice as Research: Approaches to Creative Arts Enquiry (London:
I.B. Tauris, 2010), p. 15.
Peter Lord and the Literacy of Wit and Nostalgia 69
Park says the important thing with the DreamWorks deal is that it gives
Aardman autonomy within what he calls the studio’s ‘benign embrace’.
‘They’ve kept at arm’s length’, he says, ‘but they’ve also been very helpful,
in that Jeffrey Katzenberg has been flying over in his private jet from
Burbank to Bristol to offer help and advice’.
From Europe to Hollywood and Back Again 73
And not interfere? Park: ‘No, he’s pushing us to make it better, but he
definitely wants our sort of film’.
Lord: ‘He’s not saying he wants another Toy Story, but there’s a little
tension in there, as there would naturally be’.2
How much this ‘little tension’ affected the film will perhaps never be public
knowledge, but whatever disagreements there may have been, the film did
not suffer in any obvious way because of them. Instead it was received very
well by audiences and critics around the world, and it remains Aardman’s
most successful feature film in terms of box office gross. Perhaps more
importantly, the film felt true to the Aardman sensibility that had already
become apparent in the company’s work in television and short films up to
this point.
After this promising start to the partnership with DreamWorks, the US
studio began to change its ethos, and these changes had a knock-on effect
with its relationship with Aardman. By the time the pact between the
companies ended in 2007, with only two of the five intended pictures having
been completed (and one of Aardman’s ideas eventually becoming the DWA
produced hit film The Croods [Kirk De Micco and Chris Sanders, 2013]),
DreamWorks’ position in Hollywood had shifted. By the early 2000s, despite
Oscars for films such as American Beauty (Sam Mendes, 1999) and Gladiator
(Ridley Scott, 2000), under increasing pressure to optimize profitability,
the company had internally adopted the more normative corporate studio
mentality found at other Hollywood studios. Among the factors driving this
change were heavy losses on some films, which diminished profits on the
Oscar-winning pictures. Significantly, many of the money-losing projects
came from the animation studio, where expensive flops such as Sinbad
(Patrick Gilmore and Tim Johnson, 2003) dragged on the company as a
whole.3 Although the animation division also boasted a lucrative franchise
in the Shrek series (2001–10), the unpredictability of its commercial fortunes
ultimately led to the separation of the animation and live-action divisions.
In 2004 the company spun-off DreamWorks Animation (DWA) as a publicly
traded production company, after which both Wallace and Gromit: The Curse
of the Were-Rabbit (Nick Park and Steve Box, 2005) and Flushed Away (David
Bowers and Sam Fell, 2006) were released.
Despite the initial success of Chicken Run, problems began to arise in
the Aardman–DreamWorks relationship in 2001 when Aardman received the
greenlight to make The Tortoise and the Hare, a film based on the eponymous
Aesop fable and budgeted at $40 million. Soon after production started, it
was halted, script doctors were brought in and production staff were made
redundant.4 Although initially Aardman told the trade press that the delays
74 Aardman Animations
were temporary and that the film would be delivered on time, The Tortoise
and the Hare never reached the finish line. Publicly, no one was willing to
assign blame for the project collapsing and David Sproxton has said that
the problem was found only in the story reel stage of pre-production and the
decision to halt production was mutual.5 Nevertheless, rumours in the trade
press and elsewhere have attributed it to a ‘butting of heads’ between the two
companies.6
The impasse in the making of The Tortoise and the Hare was perhaps a sign
of things to come for Aardman and their work with DreamWorks, although
these were not outwardly apparent in the artistic outcomes of Aardman’s next
project for the studio. Wallace & Gromit: The Curse of the Were-Rabbit was
well received by critics and the American film-making establishment (it won
the Oscar for Best Animated Feature) and embraced by audiences abroad,
particularly in the UK but also continental Europe, Australia and much of
Latin America. The film blended Aardman’s eccentricities to masterful effect,
creating a work that is funny, entertaining and very much rooted in the
cultural milieu of provincial England that the company had worked in for so
long and so successfully with the Wallace and Gromit shorts. However, there
is some indication that this success occurred in spite of, rather than because
of, the Aardman–DreamWorks partnership, and there are accounts of Nick
Park prohibiting DWA from making any creative ‘suggestions’ regarding
the making of the film.7 It was thus in relative artistic independence, not
necessarily creative harmony between the two studios, that Aardman was
able to create its most critically successful film to date.
Even with plaudits coming in from around the world, there was one
constituency that did not embrace Wallace and Gromit: the American
audience. The film ‘only’ made $56 million at the US box office (compared to
$107 million for Chicken Run),8 and this, despite the film’s international gross
of $136 million, would prove to be a major problem for the newly christened
DreamWorks Animation. Were-Rabbit was budgeted at $45 million and
given the considerable costs of marketing family fare in the United States,
likely cost somewhere close to that figure to promote. When one makes
the standard assumptions about distribution costs being about equal to the
production budget and factoring in the percentage of the box office that goes
to the exhibitors (typically about 50 per cent),9 it is clear that DWA would be
losing money on the film on the theatrical run. This is a common situation
for most films during the theatrical phase of their release, but ancillary
revenues from DVD sales, for example, also proved disappointing. In the
end, despite the Oscar, the now public company DWA announced it would
take a total loss of $29 million on the film, due to lower than expected ticket
and home video sales in the United States.10
From Europe to Hollywood and Back Again 75
Internally, due to these losses on Wallace and Gromit, the pressure was
on DWA to cancel its pact with Aardman,11 but the two companies pressed
ahead with their next project Flushed Away. This time more creative control
was ceded to DreamWorks by virtue of the production being shifted away
from Bristol to DWA’s computer-generated imagery (CGI) laboratories in
California.12 The results would prove to be artistically disappointing and
financially disastrous. The costs on the production of the film – which
included the CGI animation process and also the all-star voice cast, featuring
Hugh Jackman and Kate Winslet – spiralled to somewhere in the range
of $140 million.13 Additionally, there was still the cost of marketing and
distributing the film. In terms of box office revenue, the film came nowhere
near the amount needed to recoup these costs – grossing $178 million
worldwide – and DWA was ultimately forced to book another loss on an
Aardman film, this time in the region of $109 million.14
A loss of this magnitude represented a low point for Aardman in
commercial terms, but Flushed Away was also an artistic nadir for the
company. Very little of the characteristic Aardman sense of humour is
present in the film and nor is the animation style particularly distinct
or interesting, with the company eschewing its signature stop-motion
techniques for CGI. On both of these fronts, the film is actually much closer
to the script and animation house styles of DWA, which have been often
derided by critics as bland and predictable. In terms of national identity and
cultural representation, the film moved away considerably from Aardman’s
favoured settings of bucolic, eccentric rural England to a touristic view of
Britain, in which the landmarks of central London are transposed to the
film’s subterranean milieu. Such a setting may have been easier for American
audiences to recognize as British – after all there was Big Ben! – but it also
robbed the film of the source of much of Aardman’s artistic distinctiveness.
DWA may have seen these changes to the typical Aardman style – moving
the film closer to the DWA/Katzenberg house style (and reportedly with
a great deal of input from DWA themselves)15 – as necessary to appeal to
American audiences, but the end result was that the film had little appeal
to anyone. In short, this was a case study of an American studio forcing too
many compromises on a British production company and the film suffered
for these attempts to please an audience that it was just not in synch with.
Acknowledging the steep losses on Flushed Away, and without the
consolation of the critical esteem that had come with other Aardman
releases, Katzenberg announced the end of DWA’s pact with the company.
Aardman for their part claimed – and continues to claim – that the working
relationship between the two companies was fatally impaired by DWA
becoming a public company16 and that the personal relationships and mutual
76 Aardman Animations
The great thing that [Sony executives] said to Aardman is they would be
happy to make smaller-scale films that would be primarily for a European
market […] I think that’s primarily what they expected Aardman to offer,
but when they heard (our pitch for “Arthur Christmas”), they went, “Wait a
minute, this is a big idea. This is going to work ‘round the whole world!”’ 19
Sony ultimately only greenlit two features from the Aardman slate:
Arthur Christmas and The Pirates! In an Adventure with Scientists! (2012).
The strategic global commercial ambitions that Sony held for these features,
From Europe to Hollywood and Back Again 77
rather than the more European-facing plans that were mooted initially, is
perhaps indicated by their settings as the films’ British characters transcend
their geographic origins by traversing the planet and the high seas,
respectively. The films’ budgets are also telling with Arthur Christmas coming
in at $100 million and The Pirates!, which included CGI details, registering
the highest budget of the firm’s stop-motion films at about $55 million.
Reminiscent of Hollywood’s animation practices but with a clear emphasis
on British stars, both films also featured celebrity voice casts, including
Hugh Grant and Salma Hayek in The Pirates!, and Jim Broadbent and James
McAvoy in Arthur. Ultimately, neither film was a commercial success, at
least not enough to justify their budgets. The Pirates! grossed $123 million
which, when one adds marketing and distribution expenses to its production
budget, likely meant the studio lost money or at best broke even on home
video sales. With its much bigger budget, Arthur Christmas needed to do
considerably better than its global box office gross of $146 million to come
close to breaking even.20 It was thus perhaps not a surprise when Sony let the
deal with Aardman expire in 2012, leaving the production company to once
again seek a new distribution partner.
However, while the films made with Sony were commercial failures,
this does not tell the whole story. Both films were critically well received,
particularly in the UK, and The Pirates! was nominated for an Oscar.
Moreover, both were novel in artistic terms and owed these distinctions to
a relative lack of interference from Sony, who according to Sproxton were
less involved than DWA in creative matters, even if they weren’t wholly
hands off.21 The Pirates! in particular was true to Aardman’s unique comic
sensibility with its particularly idiosyncratic humour. The pace at which the
jokes come, their edgy, even at times off-colour, content and the eccentricity
of a children’s film featuring Charles Darwin and Queen Victoria as villains,
implies that Aardman was given a certain amount of creative freedom. Arthur
Christmas, which is on the surface more conventional than The Pirates!, still
features a decidedly non-Hollywood plot that takes a critique of Santa Claus’s
corporatized supply chain as its point of departure.
Instead of artistic interference, which seems to have been the case with
DWA and Aardman, one can perhaps look to a different type of industrial
pressure to explain the commercial failings of Aardman’s films for Sony. Both
were released during major holiday seasons (Thanksgiving/early parts of the
Christmas season in the case of Arthur, Easter in the case of The Pirates!) into
crowded marketplaces, where the competition for children’s media is acutely
intense. This ill timing on Sony’s part can be seen as a product of its own
corporate agenda. A dispatch in Variety from 2010 suggested that Aardman
was rushed into releasing Arthur Christmas in 2011 by a Sony that was
78 Aardman Animations
Conclusion
This chapter has sought to illuminate the business practices behind Aardman’s
feature work, a project that necessarily meant exploring the industrial
contexts surrounding the financing and distribution of the six feature films
that the company made between 2000 and 2018 and the one slated for release
in 2019. As discussed at the outset of the chapter, commercial relationships
are of extreme importance to the work of the producer and by examining
them more closely in the case of a company like Aardman, the chapter has
sought to provide fresh insights into questions of artistic independence and
economic sustainability, ones that are at the heart of producer studies. At
the level of political economy, the biggest threat to filmmakers in Britain
and Europe has long been the power of American companies and the related
temptation to appeal primarily to the American market. As we have seen,
Aardman has had to deal with both of these problems throughout their
career as for the first fifteen years of their work in features only American
companies were willing and/or able to finance and distribute their works
on the scale required. Engaging with the American studio system may have
created some of Aardman’s most distinctive works, but it also meant artistic
compromises and ultimately unrealistic expectations and unsustainable
filmmaking.
Getting back to Aardman’s distinctive voice as filmmakers meant
finding a European partner and they found this in Studiocanal, and Shaun
82 Aardman Animations
the Sheep Movie was in many ways a return to form for the company, with
critical acclaim and sustainable commercial success. For the time being,
this has all the hallmarks of a fruitful, symbiotic relationship between two
European companies.37 This has implications for scholars of British cinema
as the nation’s industry has long been seen as one situated metaphorically
(and geographically) between Hollywood and Europe. Conventional
wisdom within scholarly and industrial circles is that economic survival
and success would necessarily – if lamentably – come only from partnering
with Hollywood. The early success that Aardman had with Studiocanal,
combined with similar successful British–European collaborations in
recent years – including the partnerships of Working Title Films and
Heyday Films with Studiocanal and that between auteur Ken Loach and
French studio Wild Bunch, for example – show that opportunities for
continental collaboration are increasingly attractive to British filmmakers.
For scholars of European cinema, these partnerships and the journey
that Aardman took to arrive at Studiocanal’s doors should also be a
reminder that understanding creativity on the continent must necessarily
mean understanding the role that commercial concerns play in shaping
the careers and output of filmmakers. Long thought of as the land of the
Romantic figure of the auteur director, what this chapter suggests is that
we can learn a great deal more about producers like Aardman if we also
remember that even European artistic practice is embedded within larger
industrial and corporate contexts.
Notes
This article grows out of a larger research project which has received
funding from the Universidad Carlos III de Madrid, the European Union’s
Seventh Framework Programme for research, technological development
and demonstration under grant agreement nº 600371, el Ministerio de
Economía, Industria y Competitividad (COFUND2014-51509) el Ministerio
de Educación, cultura y Deporte (CEI-15–17) and Banco Santander.
1 Although technically a production company, DreamWorks had a
preferential distribution arrangement at the time with Hollywood major
Universal Studios. As part of this deal, DreamWorks also oversaw the
marketing campaigns for their films.
2 Stuart Husband, ‘Nobody Here but Us Chickens’, The Irish Times,
24 June 2000. Available at: h ttp://www.irishtimes.com/news/nobody-here-
but-us-chickens-1.285808 (accessed 15 December 2015).
3 Nicole Laporte, The Men Who Would Be King: An Almost Epic Tale of
Moguls, Movies and a Company Called DreamWorks (Boston, MA and New
York: Houghton Mifflin Harcourt, 2010), pp. 349–61.
From Europe to Hollywood and Back Again 83
4 Patrick Frater, ‘Aardman’s The Tortoise vs. The Hare Back on Track’,
Screen Daily, 8 August 2001. Available at: http://www.screendaily.
com/aardmans-tortoise-vs-hare-back-on-track/406529.article
(accessed 15 December 2015).
5 David Sproxton, Interview with Andrew Spicer, Steve Presence and
Christopher Meir, 10 November 2015, Bristol, UK.
6 Stuart Kemp, ‘DWA-Aardman Deal Flushed’, The Hollywood Reporter,
31 January 2007. Available at: http://www.hollywoodreporter.com/news/
dwa-aardman-deal-flushed-129100 (accessed 15 December 2015).
7 Nicole Laporte says that, after the experience of working with Katzenberg
on Chicken Run, Nick Park stipulated that there be no input on the film
from either Katzenberg or other DWA executives on the film. Laporte,
The Men Who Would Be King, p. 388. David Sproxton has denied this was
the case, saying that Park welcomed Katzenberg’s input, including his
suggestion to have Hans Zimmer score the film. David Sproxton, email
exchange with Andrew Spicer and Christopher Meir, 10–15 January 2016.
8 All box office statistics, unless otherwise noted, are taken from
Boxofficemojo.com (accessed 15 December 2015).
9 Both the distribution budget and exhibitors’ cut assumptions are taken
from Jeffrey C. Ulin, The Business of Media Distribution (Los Angeles, CA:
Focal Press, 2014), p. 109.
10 DreamWorks Animation, 2006 Annual Report. Corporate Press Release, p. 50.
11 Kemp, ‘DWA-Aardman Deal Flushed’.
12 Adam Dawtrey, ‘Aardman Awakes from Dream’, Variety, 5 April 2007.
Available at: http://variety.com/2007/voices/columns/aardman-awakes-
from-dream-1117962633/ (accessed 15 December 2015).
13 Exact dollar amounts for the film’s budget vary, with IMDB and
Boxofficmojo.com saying it cost $149 million to produce and several news
outlets reporting it cost $143 million. Following the lead of reporting in the
trade press (e.g. Dawtrey, ‘Aardman Awakes’), I will simply leave the figure
as somewhere in the $140 million range.
14 DreamWorks Animation, ‘2006 Annual Report’, p. 31.
15 Peter Debruge, ‘Quality, Quantity = No Certainty’, Variety,
6 November 2006. Available at: http://variety.com/2006/film/awards/
quality-quantity-no-certainty-1117954109/ (accessed 15 December 2015).
16 Sproxton, Interview with Andrew Spicer, Steve Presence and Christopher
Meir.
17 Dawtrey, ‘Aardman Awakes from Dream’.
18 Sony CEO Michael Lynton quoted in Dawtrey, ‘Aardman Awakes from
Dream’.
19 Peter Debruge, ‘Aardman Charts New Course with Sony’, Variety,
10 December 2010. Available at: http://variety.com/2010/film/news/aardman-
charts-new-course-with-sony-1118029221/(accessed 15 December 2015).
20 The estimation of Sony’s profits, or lack thereof, on these films cannot be
verified in the way that DWA losses on other films were because Sony did
84 Aardman Animations
not report on the profitability of these individual films. These are therefore
my own assumptions based on standard industry models drawn from
Ulin 2014, p. 109.
21 Sproxton, Interview with Andrew Spicer, Steve Presence and Christopher
Meir.
22 Debruge, ‘Aardman Charts New Course with Sony’.
23 Sproxton, Email exchange with Andrew Spicer and Christopher Meir.
24 For the sake of clarity, it is important to reiterate that The Pirates! was the
last Aardman film released under the Sony pact.
25 Sproxton, Interview with Andrew Spicer, Steve Presence and Christopher
Meir.
26 Sproxton, Email exchange with Andrew Spicer and Christopher Meir.
27 For more on Studiocanal’s business model and how it corresponds to
shifts in the global film and television industries, see Christopher Meir,
‘Studiocanal and the Changing Industrial Landscape of European Cinema
and Television’, Media Industries iii, no. 1 (2016), pp. 49–63.
28 Sproxton, Interview with Andrew Spicer, Steve Presence and Christopher
Meir.
29 The same formula was at work, for instance, in one of the company’s
breakthrough live-action films, Tinker Tailor Soldier Spy (Thomas
Alfredson, 2011), which was the subject of a famous 1970s TV series
starring Alec Guinness.
30 Wendy Mitchell, ‘Set Report: Shaun the Sheep the Movie’, Screen International,
4 November 2014. Available at: http://www.screendaily.com/features/
set-report-shaun-the-sheep-the-movie/5079341.article?blocktitle=SET-
REPORT&contentID=43109 (accessed 15 December 2015).
31 Sproxton, Interview with Andrew Spicer, Steve Presence and Christopher
Meir.
32 Sproxton, Interview with Andrew Spicer, Steve Presence and Christopher
Meir. See also Mark Burton, Interview with Andrew Spicer and Steve
Presence, 11 November 2015, Bristol, UK.
33 John Hopewell, ‘Legend, Shaun Smash Benchmarks for StudioCanal’,
Variety, 14 September 2015. Available at: http://variety.com/2015/film/news/
legend-shaun-smash-benchmarks-as-studiocanal-universal-music-group-
explore-synergies-exclusive-1201592926/ (accessed 15 December 2015).
34 Sproxton, Interview with Andrew Spicer, Steve Presence and Christopher
Meir. In calling Lionsgate a ‘mini-major’, I am referring to the fact that the
company has achieved vertical integration of production, distribution and
retail sales of their products through a television network they own (Starz).
‘Mini’ refers to the fact that this integration has not been achieved on the
international level comparable to the Hollywood majors.
35 Sproxton, Interview with Andrew Spicer, Steve Presence and Christopher
Meir.
From Europe to Hollywood and Back Again 85
Cultural Contexts
88
5
This chapter deals with the short films made by the studio’s co-founders Peter
Lord and David Sproxton during the early phase of Aardman Animations’
history, spanning from 1978 to 1989. The films they made during this period,
which can be thought of as the studio’s ‘pre-Nick Park phase’, can be seen
as belonging to an almost disremembered history that is not well known to
contemporary viewers familiar with their more recent, popular output such
as the Wallace and Gromit films and Shaun the Sheep. During this early phase
Aardman produced ten films as part of three series – Animated Conversations
(1978), Conversation Pieces (1983) and Lip Synch (1989)1 – which combined
stop-motion plasticine animation with documentary soundtracks of overhead
conversations or recorded interviews. This approach to animation concluded
with Park’s arrival in 1983 and his gradual influence on the creative direction
of the studio. Park’s impact is manifest in the last few films of this period,
especially his Oscar-winning short Creature Comforts (1989).
The films of this period represent a formative and productive phase in
Aardman’s history. They also have specific qualities and characteristics that
make them very different from both their early TV series such as The Amazing
Adventures of Morph (1980/1), and the work they would later become most
closely associated with – the Wallace and Gromit series and their stop-
motion feature films such as Chicken Run (Nick Park and Peter Lord, 2000)
and Shaun the Sheep Movie (Richard Starzak, 2015). These are indeed quite
strange films in their own right, often serious in tone with an unprecedented
penchant for realistic yet animated renditions of ordinary people, events and
actions, emulating the documentary form, with a thematic focus on social
issues. This chapter will explore how a predominantly social and at times
political undertone informs all of the films produced during this phase, and
will argue that, unusually for animation, they form part of a wider cultural
discourse of British social realism. The late 1970s and 1980s neo-Liberalist
Thatcher era in Britain was one of cultural activity stirred by rage, resentment
90 Aardman Animations
Although Lay’s broad definition of the social realist text does not encompass
animation, the common characteristics of social realist cinema she identifies
may be applied to Aardman’s early films. The films were commissioned
by the BBC and Channel 4 as low-budget content for non-commercial
broadcasting. Their content concerns mainly the representation of marginal
characters: ordinary working-class people, the elderly, an ex-convict,
amongst others, in either problem contexts or ordinary, everyday situations
92 Aardman Animations
and challenges. A few have explicit or implicit political undertones, and many
are ‘slice of life’ films. In terms of style and aesthetics, they mainly adopt the
‘gritty’ tone familiar from the ‘kitchen sink’ dramas of British realist film,
albeit in an animated version. In depicting typical events and characters in
social contexts through clay puppet animation, and taking their lead from
their documentary soundtracks, these Aardman films emphasize their
content in a way similar to social realist film and, in most cases, avoid the
spectacular effects of both mainstream live-action cinema and animation. As
such, I argue that they can be considered as social realist texts that convey
a serious statement about the social and political conditions of the time
they were made. Furthermore, in common with social realist cinema, these
films are strongly connected to the documentary tradition. The look and
structure of the films, although varying from film to film, mimic the style
of observational or interview documentaries and the films retain a direct
link with reality through their documentary soundtracks. In addition to
mimicking the appearance of documentaries, the films treat the content of
the factual soundtrack in ways to make social comment and address social
problems of the real world as documented by the sound.
There is, however, variation in the films’ realist, observational style of
stop-motion animation. The factual content on which the films are based is
by varying degrees represented as it might have happened in the real world or
imaginatively altered through fictional and at times comic interpretations of
the events being relayed. This varies from the more straightforwardly realist
rendering of characters in contexts familiar from British social realism, that
lip-synch the recorded conversations in On Probation and Down and Out, to
films such as Sales Pitch and Late Edition that also use an observational style
of filming, but are more light-hearted in subject and tone. In other films,
cartoon conventions begin to encroach on the observational documentary
style, for example the fictional scenarios and events that are absent from the
soundtrack in films such as Palmy Days and Early Bird. In some other later
films, such as War Story, the visual jokes that encroach into the memories
of a Second World War veteran push the film’s logic into the cartoon world.
Ultimately, in Creature Comforts, visual realism is abandoned and the
interviewees are represented as talking animals.
As television began to dominate in the 1970s, social realist film found
new forms, dimensions and implications, including soap operas and light-
hearted documentaries that have more entertainment-based formats and
engage with their social content in a less serious or political way.16 This change
of direction, and the impact of television, becomes evident in Aardman’s
later films of this period that move away from the more serious engagement
with social criticism of the earliest films and opt instead for a more comic or
The Early Shorts and British Social Realism 93
parodic encounter with everyday situations. These later films engage with the
more banal aspects of social life, adopting the documentary techniques seen
in televisual formats, such as the interviews and vox pops in War Story and
Creature Comforts.
brushing his teeth and preparing a hearty cooked breakfast while he reads
the headlines, plays music and engages in the usual banal banter of an early
morning local radio show. At the end of his show, the DJ hands the mic
over to a parrot as he leaves the studio. As such, the film adopts a fantastical
approach and does not directly function as social commentary via social
extension in the way that the earlier films did.
Palmy Days goes even further in fictionalizing its soundtrack of a
group of pensioners chatting over afternoon tea, accompanied by images
suggesting that they are shipwrecked on a desert island. The raggedly clad
friends are seen nibbling on seaweed and fish in a ramshackle cabin. This
bears no relation to the dialogue that is heard on the soundtrack, in which
they share their previous, mostly banal, holiday and travel experiences.18
There are many surreal moments or imaginary elements within the story’s
apparently seamless narrative, which in formal terms is being ‘observed’ by
the camera. In this way, the ‘real’ voices of the chattering group become a
means for creative play with imagery in a similar way to Early Bird. Whilst
not participating in the overt social commentary of the earlier films, Palmy
Days presents a gentle critique of British social niceties, as well as a subtle
celebration of British grit and determination, through the absurd scenario of
the shipwrecked group adhering to the social conventions of afternoon tea
despite their circumstances.
Such playful and fictional approaches become more fully realized in
Creature Comforts, the short Nick Park made for the Conversation Pieces series,
which parodies vox pop interviews, that staple of television broadcasting,
through the pairing of animated zoo animals with documentary recordings
of real people talking about both their own living conditions and those of
animals living in captivity. This turns the film into a comedy in which the
reality of the voices heard is juxtaposed with the animated animals to which
they are attributed. This is at times poignant, such as when a jaguar cooped
in a cinder block enclosure talks longingly about how there is more space to
live in Brazil. At other times, the short uses animation for purely comedic
ends, such as when a bird twangs the beak of another bird while their friend,
voiced by a child, talks in the foreground. Yet, the film still owes much to
the traditions of British social realism because it astutely uses the recorded
voices in conjunction with the often-playful animation to reveal the attitudes
of the British pubic in all their everyday ordinariness. Similar to Palmy Days
and Early Bird, Creature Comforts is a light-hearted and at times bittersweet
social commentary on British society.
Honess Roe (2013) has usefully observed the importance of the
relationship between the voices of real people and their animated
realizations in animated documentaries. She adopts Steven Connor’s term
96 Aardman Animations
‘vocalic bodies’ to argue that in films such as the Conversation Pieces, these
are not animated characters with added voices. Rather, these are anonymous
voices given bodies and identities by the artistic observation and rendition
of human (or, in the case of Creature Comforts, animal) movements and
action.19 As such, in these Aardman films the animation not only remediates
the content of the conversation, but also offers an additional subtle
observation of human emotions and character through the close attention
to detail in animating the face, facial expressions, lip-synching and body
language. As such, the figuration of the characters and their gestures transmit
something of the reality of the mostly social yet also deeply personal human
condition. It may be argued that the realistic animation in these films with
all its subtle renditions of facial expression penetrates the surface level of
what is represented and connects to a deeper reality, through seeming at
the same time both very familiar and close to home and reflexively distinct
from reality. This tendency is apparent in all of the films being discussed
in this chapter, but is particularly prevalent in the films that juxtapose the
documentary soundtracks with animated scenes that riff off the recorded
conversations in flights of fancy that are fantastical yet still presented in the
style of observational documentary.
while the main character talks of how exhausted she is from work, the foyer
setting behind her is replaced by live-action footage of British industry,
familiar from the British documentary and social realist films discussed at
the beginning of this chapter. Later, when she talks of wanting to return home
quickly after finishing work, the scene cuts to live-action footage of a car
screeching at high speed around an urban landscape. The transformation of
the main animated setting to other live-action spaces disrupts the ‘seamless’
realism of the narrative and its spatiotemporal continuity as the unity of
space is interrupted by the intervention of live-action fragments. These
live-action sections are not historical evidence and are not integrated into
the ‘main’ body of the film’s clay animation. They are also only tangentially
linked to the women’s words and at times reflect only a loose train of thought
based on the conversation, such as when a discussion of beauty face masks
is followed by a live-action montage of various faces, from a figure wearing a
monstrous papier-mâché mask to an image of Mount Rushmore.
Furthermore, the opening titles and accompanying theme music, whose
bold typography and funky tones are reminiscent of exploitation cinema,
create a paradox when set against the non-fictional setting and grainy
visuals subsequently presented to the viewer. The tone suggested by the
film’s provocative and sensationalist title is in stark opposition to its actual
content. The majority of Confessions conforms to the mundane ‘slice of life’
subject matter peculiar to the tradition of British social realism and contrary
to the expectations set up by the title, not many confessions are made.
However, the ‘formalist’ approach of mixing clay animation and grainy
live-action footage and the contrast between the film’s opening and closing
titles and theme music and the film’s content, along with the aesthetic and
spatial disorientation of its collage of visual imagery provides a reflection on
the realities that are hidden from view and disguised behind the mundane
nature of everyday life. The superficiality of an actress represented in a comic,
cartoonish way on a poster in the cinema lobby is counterposed by the ‘real-
ness’ of the foyer girls, despite the fact that they are clay models.
In terms of visual aesthetic, War Story also mixes different categories
of imagery; in this case an interview represented in present time and
flashbacks. The old man who is the subject of the film is initially shown
against a simple black background, speaking in a strong Bristol accent to
an off-screen, unheard interviewer. This short scene fades into an animated
reconstruction of the old man’s work at the Bristol Aeroplane Company
(BAC) during the War. The gently ironic and exaggerated take on the man’s
memories is established from the outset. In an early scene, he is seen ‘sleep-
walking’ home, eyes closed and dragging his body in a caricatured, rhythmic
way. Over the scene, his voice describes his tired return from a night shift.
98 Aardman Animations
He opens the front door, tramples both the dog waiting expectantly at the
door for his master’s return and his gas-mask-wearing wife, who is scrubbing
the stairs. The film continues in this pattern with the interview scenes that
represent a neutral depiction of this familiar documentary set-up intercut
with a whimsically comic account of the past.
In this way, the film provides a counterpoint to the usual reverence
with which war veterans’ memories are represented – an attitude that is
underscored, in a similar way to Confessions of a Foyer Girl, by the contrast
between the film’s opening and closing music and credits, which evoke the
triumphant, epic style of a typical, bombastic war film. Aardman’s War Story,
however, has none of the ingredients of a typical war story and instead of
the exciting exploits of a celluloid hero presents the relatively mundane
recollections of an ordinary man. This may be read in an ironic way: as
the film gently poking fun at the typical aggrandizement that surrounds the
Second World War in British culture by placing undue emphasis on the
ordinary and unheroic. Yet, at the same time, the film may also be read as an
indirect social commentary through highlighting the everyday challenges of
living during wartime. The man’s final remarks about taking cover from air
raids in the coal cellar comment on the discomfort of the situation, but in an
uncomplaining way that demonstrates that most typical traditional British
trait of keeping calm and carrying on: ‘… and I tell you, it weren’t no fun and
games to be sat on coal … “it’s agony, Ivy,” I said, “agony, Ivy”’.
Initially, Going Equipped might seem to be a straightforward claymation
animated version of a talking head interview – a man sits at a table and
describes his past, intercut with flashbacks to his childhood and later time in
prison that are realized in dark, grainy footage. This flashback material is of
indeterminate provenance occupying a liminal position between live-action,
animation and abstract imagery. Paul Wells has noted that the ‘ordinariness’
with which the ex-convict is portrayed contrasts with the mythologized
and sometimes glamorized version of villains in both conventional fictional
live-action and animation.20 In this way, the film, and its subject, has much
in common with the types of British social realism discussed at the outset
of this chapter.21 Yet, it moves beyond directly mimicking the aesthetic of
the documentary interview through the use of both the dramatic effects
in the interview scene and the visually untethered flashbacks. The interview
takes place at night, in a room lit only by the street lamps whose light seeps
into the room through an unshaded window. The empty setting bereft of
all objects seems neither connected with the man nor a typical interview
space; it is large with almost no furniture except for the desk and chair the
man is using. Furthermore, he is frequently shown in long shots, distant
from the camera and framed by the setting to emphasize the largeness and
The Early Shorts and British Social Realism 99
within the social realist text, which in turn makes way for a more personal
vision and reflection by the artist. Hence, such a strand of realism results
from an inevitable tension ‘between the sociological and the aesthetic, the
moral and the poetic’.29 Higson’s conceptualization of poetic realism provides
a productive context in which to consider Aardman’s early short films. While
their observational style works as a shortcut to their ‘documentary-ness’,30
the unpretentious, simple and non-glossy settings and characters in everyday
situations evoke a poetic realism in the tradition of British social realism as
described by Higson.
Going Equipped can be seen as implementing such ‘poetic’ features
through its focus on spatial qualities. The miserable, bleak space of the
interview scene transcends to a spectacle and a pleasurable visual experience
whilst the dark and empty room becomes a metaphor for the man’s loneliness
and helpless life. In addition, the flashback memories in the film, both of
his messy childhood home and criminal adulthood in prison, convey an
atmosphere of claustrophobia, coldness and gloom. This is a world of old
objects and rough material, of clutter and mess. The man recalls prison
in the same manner as his childhood, revealing a preoccupation with the
detail of things, textures, sounds and smells, mainly linked to specific
‘places’ as fetishized, intensified paratextual images of ugliness, murkiness
and claustrophobia that extend and make visible the man’s experience. Such
poetic realism is evident in other films from this period that as a whole can
be said to make the ordinary strange and, in their own way, create a spectacle
of the everyday through its reconstruction and reimagination in claymation.
Conclusion
In a period extending more than a decade that coincided with a very specific
historical era in British history, politics and media, Aardman evolved from an
experimental, low-tech and low-budget animation studio to an established
institution that would become a national icon of British animation. The
films of this formative period are characterized by a preoccupation with
realistic style of clay animation, an allusion to social themes and a gradual
transformation from serious work that copied the look of live-action
observational documentaries to comical parodies of such genres as well as
moving from eavesdropped dialogues to controlled interviews. These films
can also be seen as studies of British society and identity through their close
observations and animated representations of British social interactions and
individual mannerism. Thus, the films offer a close simulation of typical
British subjects in situations that are sometimes banal and sometimes
The Early Shorts and British Social Realism 101
Notes
1 Animated Conversations (1978) include Confessions of a Foyer Girl and
Down and Out. Conversation Pieces (1983) include On Probation, Sales
Pitch, Palmy Days, Early Bird and Late Edition.
102 Aardman Animations
providing innovative and controversial content, and the channel was eager
to champion experimental animations that would have been otherwise
marginalized for their bold, often-unsettling themes.7
Conversation Pieces, a series of five short films, was commissioned by Paul
Madden, Kitson’s predecessor at Channel 4, and aired in 1983, scheduled
ambitiously in a prime-time week-long run against the BBC’s Nine O’clock
News. The films, vignettes of ordinary life based on recorded conversations in
a similar vein to the two Animated Conversations films made for BBC Bristol
in 1977 and 1978, explored aspects of British identity and helped to establish
Aardman as a commercial studio. Subsequently, Channel 4 broadcast the
darker, more haunting Sweet Disaster series in 1986.8 Aardman’s contribution
to the series, Babylon, represents what Irene Kotlarz calls ‘a thoughtful, darker
side of Aardman’s sensibility’.9 Although, we can argue that this darker side
had already been present as an undercurrent in the earlier Conversation films.
The Sweet Disaster films reflect the period of global unrest in the 1980s in
which they were made; political anxiety about Reagan’s election to the White
House, the Soviet invasion of Afghanistan and disagreements about the
Strategic Arms Limitation Treaty led to what many termed a new Cold War
and the ‘reappearance of the haunting spectre of a nuclear holocaust’.10 Philip
Sabin argues that Britain was instrumental in creating this international
anxiety about nuclear war, with its angst about a potential Third World War
seen as equalling that of the West as a whole.11 Babylon reflects this political
climate, and all of the Sweet Disaster films represent various animated
apocalyptic imaginaries.
Babylon is experimental in its vision, and the soundtrack’s acoustic
whispers of ‘peace and profit’ echo through a dark, apocalyptic world. The
Doomsday clock is pointing to 11.52 pm, thirty years in the future. The film
opens to haunting choral music before depicting a nuclear explosion; the
setting is a destroyed metropolis, awash with green skies and dust. A man
in a dinner jacket smokes a cigarette on a rooftop beneath circling vultures.
Inside, a formal, political gathering takes place, the buzz of conversation
interspersed with images of a map depicting a world at war. The man on
the rooftop finishes his cigarette, picks up a white cloth and silver tray
and returns inside, where a bullish guest assaults another and growls
animalistically at him whilst drinks are served to the diners. The bully grows
in stature as a speech commences, swelling with each word, until suddenly
he explodes, gushing blood and bullets over the dinner guests. The waiter,
unperturbed, returns to the roof and its apocalyptic skies, puts down his
white cloth and watches the vultures soaring overhead. Babylon reflects the
xenophobic and paranoid anxieties of nuclear war in Britain through its war
room speech and the dual aggression and fear of its dinner guests. The film is
108 Aardman Animations
self and identity, when they are removed and are absent, as in Babylon,
Otherness and the uncanny are able to creep into the void that opens up.
In the absence of home and comfort, these short films construct unfamiliar
spaces that become Aardman’s alternative heartland. Place is contested
and identity unhinged as the characters within these worlds remain lost and
adrift, with no tangible ‘familiar’ to cling to.
what is important to us, and these markers of identity define the body of
Aardman’s mainstream work; the common assumption is that their stop-
motion films, in platforming home as comforting and identifiable, refute
the uncanny. However, crucially, home is missing in the darker worlds of the
animated short films discussed here, leading to a space for the uncanny to
exist.
When the man awakens, he glances down at his exposed genitals, as sister
two asks, ‘would you like some tea?’ and his scream is eerily echoed by her
own. When he rips off the dress, the sister utters an animalistic growl and
chases him with her mallet as he runs back to the sea. The sisters do not
conform to female gender stereotypes aside from their ‘home-making’; they
are savage survivors in a barren landscape. When the man is later washed up
again, dead, his hairy buttocks raised and the hair under his arms bristling
in the wind, it is the tiny, childlike sister two who wants to keep him, the
purpose of which is unclear. She skips gleefully across the beach as her bulky
sibling carries him once more, but this time to gut him as she did the fish.
This act reflects the dissecting of gender stereotypes in the film; masculinity
holds little value in the world of the Pearce sisters. They pierce fish skin and
man skin with the same practicality, and hang both up to dry. Sister two then
hosts a traditionally female tea party but with a twist – it is for a table full of
dressed male corpses. The tea is not real, but the sister’s delight at her game is.
The Pearce Sisters connects once again to the themes of isolation, difference
and dysfunction. Its gender deconstructions are interesting: the interloper’s
own sexuality is something to be undone, like a knot in a ball of wool. Men,
in their natural state, do not belong on this island of violent women. The body
itself can be conceived as a site of identity;28 it can be seen as powerful, flexible,
strong or weak and as something that points to the inner Self. In animation,
gender stereotypes are more easily deconstructed because of the malleability
and limitlessness of the body.29 It is not a material body, but an idea of a
representation, brought to life by the animator’s hand. The desexualization of the
Pearce sisters is particularly interesting in terms of how identity is challenged.
Rather than being fixed and conforming to familiar gender stereotypes, the
sisters offer contradictions to their own animated physical bodies: sister one
is stoic, strong and solid, yet she does the bidding of the willowy, smaller
sister two. Sister two is childlike and gleeful, but also monstrous and unstable.
Identities shift, animated bodies hide surprising traits, and, in the space that
opens up between these shifts and revelations, Otherness creeps in.
Sister two’s unbalanced mindset, revealed through her joy at tea parties
with corpses, exists in perfect happiness within a horror setting that she does
not connect with. Sister one, conversely, spends a considerable portion of the
narrative staring out at the ocean with what appears to be regret or resignation.
Her days are bound by routines and repetition, as well as fishing, rowing and
gutting, she repeats the cycle of catching the fly in the empty teacup, peeking at
it through her hands, and letting it go. This is her only visible act of penitence
for the deaths and dismemberments that enable sister two’s tea parties. Sister
seeks solitude at the shore’s edge, her present merges with the recent past
and represents the dream and dread of home, and we wonder if she longs to
A Darker Heartland 115
escape the island and leave her sibling behind. The Otherness of island life,
amidst male corpses and daily fish gutting, becomes the familiar for the Pearce
sisters. Stuart Hall posits that ‘to have an identity is to know what one is not’;
it is the opposite of difference.30 Clearly, the Pearce Sisters have a strong sense
of identity, but it is one that suggests wholeness only when they are together
and fragmentation when they are apart. One sister is a shadow of the other,
a doppelganger. Sister two is the Other, the shadowy figure who watches, yet
paradoxically the ‘innocent’ child; she skips to the gutting station, and smiles
as she gazes up at the hanging corpse in the smoke house. Fish and man
have little distinction for her. When she hosts her tea party, she utters little
pleasured cooing noises as she role plays with her corpses. Society becomes
warped and reimagined by sister two; in the absence of others, she creates her
own version of a gathering and, in doing so, accentuates her own difference,
dysfunctionality and sense of isolation. The two characters, together, represent
stability in terms of their routines, as they work in this harsh environment, yet
their familiar is our unfamiliar. The dark themes of the story, the violence, the
washed-up body and the dressed corpses that are revealed at its denouement,
create a starkly fascinating film of difference and dysfunction.
Home is present in this short film and place is fixed – distinctions that set
it apart from the other films discussed in this chapter. The setting is visual and
visceral, a breathtaking world that invites us in to sample this environment.
From the gulls etched into the watery sky to the sister’s windswept, weathered
features, The Pearce Sisters establishes home, place and identity very clearly
and carefully. Rather than interpreting place as an empty or fracturing space,
it is solid and fixed. In doing so, however, director Luis Cook has conjured up
a startlingly nightmarish world of dysfunction and violence. Home for the
sisters is an appalling setting of a barren, dead landscape, within which they
appear to thrive. It is the dream and dread of home that Freud alluded to,
where the familiar and unfamiliar meet and contest the idea of home as safe.
Trapped in this surreal hinterland, human behaviour has unravelled to the
point that dysfunction is normality and violence is routine. Home is dream
for the sisters (they have established their routines within this hinterland)
and dread for their interloper and their audience. The familiar for the sisters
is stark difference for us, and this world and its inhabitants slide seamlessly
into Otherness and the uncanny.
A darker heartland
Peter Lord announced, in the same year as the release of The Pearce Sisters,
that Creature Comforts and Wallace and Gromit were Aardman’s ‘heartland’,
116 Aardman Animations
Notes
1 Emma Hall, ‘A British Empire of Animation’, Advertising Age 78, no. 34
(27 August 2007).
2 Steven Allen, ‘Bringing the Dead to Life: Animation and the Horrific’, At
the Interface/Probing the Boundaries 61 (2010), p. 87.
3 Suzanne Buchan, Pervasive Animation (New York: Routledge, 2013);
Robyn Ferrell, ‘Life-Threatening Life: Angela Carter and the Uncanny’, in
A. Cholodenko (ed.), The Illusion of Life: Essays on Animation (Sydney:
Power Publications, 1991), pp. 131–44; Nicholas Royle, The Uncanny
(Manchester: Manchester University Press, 2003)
4 Steven Allen, ‘Bringing the Dead to Life: Animation and the Horrific’, At
the Interface/Probing the Boundaries 61(2010), p. 92.
A Darker Heartland 117
24 Ibid.
25 Ibid., p. 3.
26 Ramin Zahed, ‘Luis Cook: Creator, “The Pearce Sisters,” Aardman
Animations’, Animation 21, no. 6 (June 2007), p. 32.
27 Andrew S Allen, ‘Interview with Luis Cook (The Pearce Sisters)’, Short of
the Week, 3 March 2008. Available at: https://www.shortoftheweek.com/
news/qa-with-luis-cook/ (accessed 21 April 2018).
28 Karen Woodward, Questioning Identity: Gender, Class and Nation (London:
Routledge, 2000).
29 Jane Batkin, Identity in Animation: A Journey into Self, Difference, Culture
and the Body (London: Routledge, 2017), p. 93.
30 Stuart Hall, ‘The Spectacle of the “Other”’, in S. Hall (ed.), Representations,
Cultural Representations and Signifying Practices (London: Sage/Open
University, 1997), p. 226.
31 E. Hall, ‘A British Empire’, p. 9.
7
‘I wanted to make a film that felt as if it had been washed up by the sea.’1
Literary Aardman
Within the Aardman canon, a lovingly detailed stop-motion universe most
prominently populated by inventive dogs, blinking sheep and charmingly
daft, cheese-craving bachelors, it is tempting to locate Luis Cook’s short
film The Pearce Sisters (2007) as an intriguing oddity. Most conspicuously,
the film is not a work of stop-motion. Cook dispenses with the plasticine
figures for which the name Aardman has become virtually synonymous,
instead adopting an innovative production process based on the compositing
of 2D drawings and 3D computer-generated images. In its overall design,
the film presents a grim narrative landscape wrought in seasick colours.2
The heroines, Lol and Edna Pearce, are grotesque beauties with misshapen
limbs and twisted, grinning faces; their decrepit seaside home clings to
the rain- and wind-lashed beach like a barnacle to an upturned rowboat.
To look at, the film is fearsome and alien, attended in every frame by what
Cook has called a ‘beautifully ugly’ aesthetic, and projecting the can’t-look-
away fascination of illicit desires long steeped in the suggestive gloom of
the unconscious. The tone is comic, but bleakly so, and Cook’s narrative of
spinster sisters surviving at the edge of the world amid perpetually driving
rain and gusting wind, hauling herring and drowned men from the sea and
gutting both, has the nightmare pathos of a surreal parable.
Set against the wry wit, bright colours and cheerful disposition
characteristic of certain parts of the Aardman catalogue, The Pearce Sisters
might seem initially difficult to place, particularly as the company has
grown increasingly associated with large-scale commercial box office hits
and spin-off productions, not to mention plush toy merchandise and even
120 Aardman Animations
theme park rides. In this context, Cook’s account of the film’s origins is
worth noting. In Cook’s telling, The Pearce Sisters came into being not as a
strange and unaccountable non sequitur in the Aardman lineage, but as part
of a deliberate plan to return to a foundational aspect of the studio’s identity.
Attending the Annecy International Animated Film Festival in the summer
of 2005, a group of Aardman directors realized that the studio had not made
a short film in over ten years. ‘Historically the studio had been built on short
film’, Cook commented. ‘It seemed crazy that so much time had slipped
by without making one’. Seeking to address this gap, the studio’s founders,
Peter Lord and David Sproxton, announced an in-house competition. Any
employee could pitch an idea, and the project selected would receive full
funding and production support from the studio. ‘The motivation was simply
to make a short film, nothing more strategic than that’, adds Cook. ‘They just
wanted a great short film to represent them at festivals.’3
This history locates The Pearce Sisters as no aberration, but, on the
contrary, the direct descendent of the formal experimentation and narrative
creativity typical of the early Aardman shorts.4 From a production standpoint,
it is true that Cook’s innovative choices regarding medium and process mark
a divergence from the studio’s prominent identification with stop-motion.
However, Aardman has by no means been devoted exclusively to clay and
plasticine. From the beginning, the studio developed projects using cut-outs,
object animation and pixilation, indeed, the studio’s founding character
and namesake, the idiot superhero, ‘Aardman’, developed from Lord and
Sproxton’s early experiments with drawn animation.5 As for the design of
The Pearce Sisters, Cook has cited among his particular influences Aardman
shorts like Ident (Goleszowski, 1989), War Story (Lord, 1989), Going
Equipped (Lord, 1989), Creature Comforts (Park, 1989), Adam (Lord, 1991)
and Loves Me, Loves Me Not (Newitt, 1992). Among this company, the film’s
originality seems less a reflection of Cook’s putative departures from typical
Aardman aesthetic and narrative traditions than, on the contrary, his desire
to revisit those traditions via alternate routes.
The conspicuous stylistic and tonal singularities of The Pearce Sisters
seem, thus, on examination, a function of its lineage within a perhaps less
commercially visible but no less vigorous tradition of technical innovation
and narrative craft at Aardman. At the same time, Cook’s account of the
film’s origins points to a different, important and generally overlooked
circumstance that does in fact distinguish the film not only from the popular
features for which Aardman is best known, but also from the shorts and,
indeed, the advertising spots, music videos and other diverse productions
that make up the studio’s output. When Sproxton and Lord announced
their plans for the in-house short film competition in June 2005, Cook had
Literary Corpses in The Pearce Sisters 121
just finished reading Mick Jackson’s Ten Sorry Tales, a collection of often
fantastical, occasionally macabre, short stories that had been published
earlier that year. He had found himself particularly drawn to the lead story
in the volume, an account of two sisters who live together on a remote beach
and smoke fish, and who one day encounter a drowning sailor and decide
to rescue him: ‘It was minimal, miserable, bleak, and weather lashed’, said
Cook. ‘It was a story that I thought I could bring to the screen.’ In selecting
Cook’s proposal as the winner of the competition, it was arguably Lord and
Sproxton who ensured the film’s status as an anomaly, at least in a narrow,
technical sense. The lone exception within a formidable record of successful
projects built on original concepts and scripts, The Pearce Sisters is, notably,
the only film in Aardman’s over forty-year history to base its narrative on a
literary source text.
In a general way, Cook’s project thus serves to expand the context in which
Aardman productions are commonly read and considered. The singularity
of The Pearce Sisters’ origins in literary fiction invites consideration of the
studio’s reciprocal influence on and by literature, as well as other arts and
cultural discourses more broadly. Recent animation scholarship has mined
this vein in a variety of contexts with salutary results, effectively challenging
a century’s worth of cultural marginalization by revealing animation’s reach
and impact as an expressive form that is, to borrow Suzanne Buchan’s term,
‘pervasive’.6 Within the context of this discussion, however, The Pearce Sisters
opens a particular and compelling vantage on animation’s interaction with
literary expression. Cook’s primary focus on the sensory bleakness and
tonal misery of Jackson’s text, as opposed simply to its narrative arc, places
a distinct emphasis on animation’s visual materiality in its interactions with
literary language. His confidence in having found a story he ‘could bring to
the screen’ is less a reflection of the narrative’s suitability for adaptation than
of his interest in exploring particular processes and expressive materials
that might be brought into productive visual dialogue with sensory qualities
already present in the text.
This emphasis on the material as the pivotal point of connection between
visual and verbal expressive forms suggests a need to consider both Cook’s
and Jackson’s projects in the context of their broader engagements with
literary history. Ten Sorry Tales is a work that in tone and narrative content
aligns with examples of imaginative fiction in British literature associated
with the fantastic, the nonsensical and the absurd, a tradition represented
by the likes of Lewis Carroll, Edward Lear, Roald Dahl and many others7.
Central to this tradition is an emphasis on the confluence of the real and the
fantastical, as, for instance, in the figure of Carroll’s grinning Cheshire cat in
Alice’s Adventures in Wonderland or Dahl’s fruit-based airship in James and the
122 Aardman Animations
Pearce, who spend their days hauling nets of fish from the sea, gutting and
hanging their catch in their smokehouse, and periodically trundling into
town to exchange their kippers ‘for one or two of life’s little luxuries, such as
bread or salt or tea’.9 Their rescue one day of an anonymous drowning man
sets in motion a plot both grim and comical. Lugging the man inside still
unconscious, they shave his whiskers and set him in a chair, dressing him
in a pair of socks and one of Edna’s old pink house dresses. Finally coming
to in response to these attentions, the man opens his eyes to find the ugly,
leering sisters looming over him, at which point he lets out a blood-curdling
scream and runs precipitously from the house. ‘And that may well have
been the end of that’, writes Jackson, ‘had the fellow not stopped at what he
wrongly considered to be a safe distance and, still wearing Edna’s dressing
gown, raised an accusatory finger at the women who had just saved his life. A
stream of insults came pouring out of him – a bilious rant, so crude and lewd
that all the seagulls (not exactly known for their modesty) hung their heads
in shame’.10 Indignant at seeing their kindness rebuffed, Lol pursues the man
and brains him with a fish hammer, after which the sisters row him back out
to sea and dump him unceremoniously overboard at nearly the spot where
they originally found him.
Jackson reportedly based ‘The Pearce Sisters’ on a local newspaper account
of two women who lived in a shack on a remote Norfolk beach and smoked
fish.11 The trope of the handsome drowned man discovered and revived by
locals, however, is one that places the tale in correspondence with a wide
range of other fictional texts. The Pearce sisters’ interest in male sea-borne
bodies is in fact part of a long literary tradition that includes the mysterious
whale-sized corpse picked over by townspeople in J. G. Ballard’s ‘The
Drowned Giant’; the anonymous man who is ‘found drowned’ and haunts a
hydrophobic Stephen Dedalus in Joyce’s Ulysses; the remains of Phlebas the
Phoenician, a token of foreboding in the ‘Death by Water’ section of Eliot’s
The Waste Land; Gulliver’s binding by Lilliputians in Swift’s Gulliver’s Travels;
a quartet of water-logged gentlemen washed ashore in Shakespeare’s The
Tempest; and so on.12
While the beaches of literary history are indeed awash with beautiful male
bodies, it is to the earliest iteration and prototype for this narrative trope that
‘The Pearce Sisters’ bears a particular and curious resemblance. In Book 6
of Homer’s Odyssey, Odysseus, after being nearly drowned at sea by the
god Poseidon, is discovered on a beach of Scheria by the princess Nausicaa.
Like Edna and Lol, Nausicaa lacks male companionship and, in a gesture of
welcome, clothes her unexpected and attractive visitor in some of her own
garments and takes him into her home. Nausicaa’s availability for romance
is quite explicit in the text: she is both virginal and ‘outshines’ her maids,
Literary Corpses in The Pearce Sisters 125
‘though all are lovely’,13 and Athena cautions her that a girl of her charms
and social standing should have her wedding clothes ready at all times. Alas,
Odysseus, already married, must, in the end, continue on his journey home
to Ithaca and his wife Penelope. In thwarting Nausicaa’s explicit romantic
interest, the episode serves to delineate a sort of literary paradigm for the
domestication of desire, a map for channelling attraction into the safe
confines of marriage via rituals of hospitality; though left behind for now,
Nausicaa will, it is implicitly understood, fulfil her dreams of marriage when
a future, more eligible, visitor arrives on her shores.14
The Nausicaa episode establishes the figure of the half-drowned hero
as the embodiment of erotic mystery, a sort of reverse-gendered Sleeping
Beauty who awaits the living, awakening touch of human, female, desire.
Jackson’s tale reiterates the essentials of Homer’s paradigm, down to the
dressing of the nearly drowned man in women’s clothing, while altering the
contours of the hospitality narrative in a remarkable way. Several days after
dispatching their ungrateful visitor, the sisters find his body washed up on
the beach, naked and now very much dead. They take him in once again,
but this time gut him like a fish and string him up in the smokehouse for a
week, to ‘stop him going off ’. Dragging his blackened, preserved body inside,
they dress him in his old clothes, and set him at the piano, remarking to one
another on ‘how nice it was to have a man around the house’.15
Jackson’s tale effectively rewrites the Nausicaa story as a revenge narrative,
reconfiguring its commentary on female desire and the inadequacy of male
receptivity to it. It is as a corpse, and not as a potential living husband, that
the Pearce sisters’ drowned man fulfils his promise as a companion. In direct
contrast to the plight of the princess Nausicaa, left behind by the already
married Odysseus, the arc of Lol’s and Edna’s desire is only temporarily
interrupted by their man’s return to the sea; instead, it is the arrival of his
lifeless, grinning carcass that transforms their ramshackle structure on the
beach into a domestic space of hospitality. Indeed, the story’s denouement
confirms the impact of this shift as the sisters proceed to kill, eviscerate and
smoke several additional young men, including a visitor from the local town
council checking on building permits, a nosey window-peeping snoop and
a ‘blameless rambler who made the fatal error of knocking on the Pearces’
door to ask for directions’.16 The last, the narrator informs us, is necessary ‘to
complete the set’, and the story ends with the smartly dressed men arranged
pleasantly round the parlour in various postures of gregariousness and
sociability, sipping tea for eternity.
In replicating Jackson’s narrative, Cook’s film places an entirely different
emphasis on the drowned man’s rescue and subsequent death, and in the
process alters the meaning of the corpse that eventually takes up residence
126 Aardman Animations
in the sisters’ home. In the film, the Pearce sisters do not murder their
ungrateful guest. Instead, after flinging his tirade of insults at his rescuers,
the revived man turns and flees back into the ocean, evading Lol and her
hammer but meeting his demise among the surging waves. That his death
results from his own actions opens a crucial gap in the narrative: while
the sisters gain ground as sympathetic figures (they are not, after all,
murderers),17 the man’s wilful embrace of his own destruction emerges as
an enigma at the story’s centre, a mystery that will take material form in the
dead body that washes up on the shore. A number of possible explanations
for his extreme reaction to the Pearces’ hospitality suggest themselves. It
may be that the perceived threat to his masculinity, symbolized in the pink
dress he finds himself wearing, is too much to bear. Perhaps he is angry
that their rescue thwarted what was in fact an original suicide attempt.
Or possibly it is simply their revolting appearance that awakens in him a
crazed death wish. The plausibility of each of these interpretations, however,
quickly fades on reflection: drowning himself is an exceedingly odd riposte
to the threat of symbolic castration; a goal of self-harm is hardly consistent
with the position in which the sisters originally find him, clinging for dear
life to his accidentally capsized boat; and while the sisters’ appearance might
explain his taking fright, screaming and running away, it will hardly wash as
a motive for suicide.
By shifting responsibility for the death from the sisters to the man himself,
Cook places a curious hermeneutic emphasis on the materiality of the body
that subsequently washes up onshore. In Jackson’s tale, the preserved corpse
of the drowned man represents the cost of masculine failure in the face of
feminine desire. Clothed initially in Edna’s pink gown, his flight from the
Pearces’ home forecasts his return in a rewriting of desire’s domestication,
a literal redressing of Nausicaa’s spurning by Odysseus. The body enters
the house as the perfected form of male companionship; gutted, smoked,
shaved and suited, he proves superior, from the sisters’ perspective, to the
unappreciative living suitor. In Cook’s film, the drowned man returns as
something else entirely. Shorn of its disposition as the product of a revenge
narrative, the corpse washes up instead as an embodied enigma, a rigid and
inert presence without name, without history and without explanation. In
this guise, the body appears on the shores of Cook’s narrative as a kind of
extra-diegetic arrival, a conundrum that offers an occasion for wonder and
admiration, but that in some final sense exceeds narrative exegesis.18 Lol’s
reaction upon finding him expresses nothing so much as her spontaneous
sense of wonder at the return of this tangible mystery, the unintelligible
material body. Approaching with curiosity, she tips his rigid, naked torso
over, and jumps delightedly up and down, her glee that of a child anticipating
Literary Corpses in The Pearce Sisters 127
the promise of a new plaything; as Edna shoulders the corpse and trundles
up the beach, Lol skips happily alongside, the picture of childlike joy. It
is thus not as the recipient of the sisters’ justice, but as a marvellous and
unexpected boon that the corpse takes up residence in the Pearces’ parlour.
The drowned man is a wondrous, enigmatic doll whose presence succeeds in
reshaping their familial unit precisely because he exists, materially, outside
established domestic narratives.
This image of domestic order and social community defined by the
presence of a corpse suggests The Pearce Sisters’ nearer kinship with another
literary rewriting of the ‘Nausicaa’ episode – Gabriel García Márquez’s
celebrated short story, ‘The Handsomest Drowned Man in the World’. In this
‘tale for children’, the body of an immense and beautiful man washes up on
the shore of a small village. His arrival is discovered first by the children
of the town, who spend a day playing, delightedly burying and digging
him up again, until the adults arrive and take him into one of their homes.
Throughout the story, the drowned man is affirmed as an unintelligible but
powerful mystery: the women are in awe of him and find their husbands
lacking in comparison, the men seek unsuccessfully to locate his connections
in neighbouring villages, and all wonder indiscriminately at his beauty and
bulk. In García Márquez’s story, the drowned man is not a cipher to be
interpreted, an entity to be fit, willy-nilly, into pre-existing cultural narratives
of love, success, fear, safety, masculinity, femininity, domesticity and so on. He
is simply present, impressive, beautiful, a source of curiosity and delight. He
quite literally takes up a previously unperceived imaginary space in the lives
of the townspeople, so that collectively they ‘knew that everything would
be different from then on, that their houses would have wider doors, higher
ceilings, and stronger floors’.19 In the physicality of his magnificent body, he
remains explicitly unintelligible, the material form of an imaginary desire for
connection among the people, ‘so that through him all the inhabitants of the
village became kinsmen’.20
H. Porter Abbott has argued that in García Márquez’s story the handsome
drowned man represents a deliberate relinquishing of narrative sense that
involves the reader in a ‘textual experience of the extratextual unknown’.21
Abbott is precise and emphatic in demonstrating that the corpse surfaces
within the text as an abiding mystery; it is not simply the site of the narrative’s
deliberate resistance to interpretation (the signifier of reading’s failure),
but a positive manifestation of the incomprehensible, the presence of the
unintelligible itself as a persistent and persisting source of wonder. In this
reading, the drowned man is a real body the influence of which lies in its
remaining outside of previously imagined narratives. As García Márquez
memorably puts it, ‘Not only was he the tallest, strongest, most virile, and
128 Aardman Animations
best built man they had ever seen, but even though they were looking at him,
there was no room for him in their imagination’.22
What matters most about the most handsome drowned man, in other
words, is not the hermeneutic possibilities his body evokes, but the physical
presence of the corpse itself as the form of a non-explanation, the material
expression of imaginary, non-diegetic, human desire. Cook’s film enacts
precisely this result in material and sensory, that is visual and aural, terms.
In The Pearce Sisters the anonymous, storyless drowned man arrives first as a
potential companion to the lonely Edna and Lol. Refusing their welcome and
embracing a death previously avoided, he returns not as a character whose
story is to be discovered and explored, but as a tangible enigma, a material
wonder in their midst.
Beautifully ugly
In choosing ‘The Pearce Sisters’ as the source text for his project, Cook
assumed a task of cinematic adaptation driven less by narrow concerns
for narrative fidelity than by the invitation to creative response implicit in
that text’s own corporeal emphasis on its macabre material. As Cook has
indicated, his attraction was not primarily to the narrative itself, so much as
to the squalid wretchedness of its setting and tone, that is, to those factors
that evoke the tale’s potential visuality. Accordingly, it is in the design of the
film and not its narrative that Cook establishes its extraordinary dialogue
with Jackson’s fiction. The elements of Jackson’s text that surface as material,
enigmatic bodies are those that spur Cook’s visualization of the story in a
language that is correspondingly textural, sensory and corporeal.
Cook’s focus on the material and the sensory is immediately evident in
the project’s design, particularly in its visual and aural approach to mise-
en-scène, in incongruously indexical images embedded within the drawn
surface, and in verbal allusions to the historical real within its visualized
fictional space. Most conspicuous is the weather that dominates the film as
an unrelenting physical presence from the first frame to the last. A violent
wind whips Lol’s pigtails perpetually sideways, pulls the smoke from the
Pearces’ chimney in a straight, black, horizontal line across the sky, drives
the rain across the desolate beach in sheets, and tears the very words, muffled
and unformed, from Edna’s mouth when she attempts to speak. The wind is a
positively biblical force that threatens constantly to upstage the heroines and
to derail their story, howling at a deafening pitch and levelling its gale force
energies so indiscriminately that creatures, structures and the very landscape
itself seem in constant danger of being swept away.
Literary Corpses in The Pearce Sisters 129
Handsomest Drowned Man in the World’, elements of the real wash up on the
beaches of fiction in The Pearce Sisters as sources of extra-diegetic wonder.
Cook’s reflections on the range of influences that determined the film’s
visual appearance provide an apt account of its evolution within an expansive
and exploratory exercise in material design:
Sproxton and Lord rejected these ideas as too risky, both visually and
financially. An alternate source of inspiration presented itself but seemed
unsuitable for different reasons. Illustrator David Roberts had created
playfully macabre line drawings for Ten Sorry Tales, borrowing the gothic
pen-and-ink style established by Edward Gorey in The Gashlycrumb Tinies
and other works.24 Roberts had drawn particular narrative and tonal cues
from Gorey’s illustrations for classic literary ‘nonsense’ texts, including
Edward Lear’s The Jumblies and The Dong with a Luminous Nose, as well as
Hilaire Belloc’s Cautionary Tales for Children, which advances a hilariously
dark morality in stories with titles like ‘Jim Who Ran Away and Was Eaten by
a Lion’, ‘Matilda Who Told Lies and Was Burned to Death’ and ‘Rebecca Who
Slammed Doors for Fun and Perished Miserably’. Wary, however, of linking
his film to an aesthetic lineage already well plundered by animator Tim
Burton in films like Vincent (1982), The Nightmare before Christmas (1993),
and Corpse Bride (2005), Cook fell instead to mining a broader range of visual
sources, including ‘naïve’ paintings by Alfred Wallis, cubist landscapes by Ben
Nicholson, calligraphic canvases by Cy Twombly, cartoonish abstractions by
Philip Guston and grotesque caricatures by Basil Wolverton.
Drawings of the three characters, Lol, Edna and the nameless drowned
man, and of the desolate, windswept landscape they inhabit, developed
slowly over time as amalgams of these influences, with a single design
purpose as Cook’s consistent goal: ‘I wanted a beautifully ugly film’. Cook’s
initial visual iterations of Edna and Lol as ‘ugly man heads composited on
stop-motion bodies’ evolved from his early designs for a series titled The
Dregs, in which he can be seen working out a kind of stylized cartoon realism
(see Figure 7.1).25
Literary Corpses in The Pearce Sisters 131
Figure 7.1 Edna and Lol as ‘ugly man heads composited on stop-motion bodies’
(reprinted with permission, Luis Cook).
At the time most CG films looked very clean. I was keen on using CG
in a rougher, scratchier, uglier way … . [W]e printed off the CGI shots
and animated traditionally in 2D over the top of them, then composited
the 2D back over the 3D. It was all an experiment really with each shot
composited slightly differently, but within the tight confines of the
designs.
The result is a film that has the look of traditional, hand-drawn animation,
but that conveys unexpected and intriguing depth effects within a surface built
132 Aardman Animations
the ‘notebook page’. One representative frame, for example, features a hungry
crab slurping a pile of fish guts freshly jettisoned by Edna (see Figure 7.3).
The crab’s green pincers glow with photorealistic detail, and the entrails
gleam red, a gloppy, viscous mass. The beach on which they sit, on the other
hand, has a flat, sketched appearance as if a bit of pale yellowed paper had
been hastily strewn with random jottings. Odd scribbles, spiral and circle
shapes, indiscriminate nicks, scratches and smudges suggest the miscellany
of seawrack in a manner that belies visual depth cues and contradicts the
physicality of the crab and its heap of viscera.
This confluence of surface and depth is consistent throughout the film;
inscribed planar surfaces cohabit comfortably with bodies that expressively
convey volume and weight. Cook’s accretive technique, ‘photographic
textures … scribbled over, made uglier and placed over rigged CGI models
which were then animated’, results in a conspicuous emphasis on the
materiality of the visual field. Objects and characters greet the spectator not
as mimetic representations but as tangible, enigmatic bodies, ‘handsome
corpses’ washed up by the sea. Cook recounts a representative moment in the
development of the film’s material aesthetic: ‘I was in Cornwall when a big
storm hit. The next day I took lots of photos of all the rubbish that got washed
up on the beach. Wood, sticks, seaweed, plastic, bottles, toothbrushes, even
old condoms. All rather unpleasant. I stuck it all in there with all my Cy
Twombley-like scribblings.’ When Lol discovers the drowned man’s return,
these items surface visually alongside the body as visitors at once strange
and familiar, freighted, like the naked corpse itself, with the same uncanny
Figure 7.3 Surface and depth in The Pearce Sisters (Aardman Animations, 2007).
134 Aardman Animations
quality that attends material objects in Jackson’s Ten Sorry Tales. Like its
source text, The Pearce Sisters exhibits a hybrid visual field in which the real
and imaginary intermingle, and in which natural objects appear at once
commonplace and extraordinary, ‘[as if] reality has been tumbled, battered,
and re-appropriated by the sea somehow’.
While in many respects Cook’s chosen aesthetic in The Pearce Sisters
suggests the very antithesis of what might be presumed as typical of Aardman
design and technique, his approach to animation as a process of embodiment
suggests otherwise. For him, the task of designing the film lay not in forging
faithfully accurate representations of the characters described in Jackson’s
fiction, but in constructing bodies from elemental materials that convey, not
unlike plasticine and clay, specific qualities of substance and presence.28 For
Aardman, the project marked an extraordinary new departure that was at
the same time a return to the studio’s roots. In the context of that history, the
film’s formal uniqueness and literary lineage qualify it as a valuable lens
through which to contemplate Aardman’s pattern of inscribing human
desire and behaviour within a world of imagination and fantasy; Cook’s
material dialogue with Jackson’s text in The Pearce Sisters represents a
powerful and innovative model for navigating the shoreline between literary
fiction and animation.
A signal example of the film’s power in this regard occurs two minutes
into the film, as Lol finds herself atop the sisters’ dilapidated seaside home.
Attempting to mend a leak in the roof, she pulls a scrap of board from the
pocket of her frock. To her consternation, the bit of wood has a large, round
knothole in it, and she pauses momentarily as if contemplating the irony and
dubiousness of her task, before the wind suddenly rips the useless fragment
from her hand and flings it to the beach below. Later, while gathering
kindling for the smokehouse fire, she comes across this same bit of holey
detritus and, in an expressive, childlike moment, brings it playfully to her eye
to peer through it down the beach.
The point-of-view shot that immediately follows joins Lol’s sightline to
that of the film’s viewer, and the piece of wood becomes for us, as for her,
an improvised optical device, a kind of lensless camera. Within its round
frame, a flock of hungry gulls appears, wheeling and diving as they circle
low over the sand, their cries reaching us in muted cacophony across the
near distance. For the viewer, Lol’s wooden peephole operates in the manner
of an iris-shot in an old silent film, neither magnifying nor diminishing
its objective but framing it, blocking out what is extraneous and focusing
attention on what the Pearce sisters, along with the film’s spectators, will
shortly discover is there: the washed-up corpse of a naked man. This scrap
of wooden debris through which spectators and characters together gaze in
Literary Corpses in The Pearce Sisters 135
this sequence offers an apt simulacrum for The Pearce Sisters itself, a film
that must enter the consciousness of even the most ardent and well-versed
Aardman devotee as a startling, accidental find, a bit of cinematic flotsam
that feels, in confirmation of Cook’s wish, ‘as if it had been washed up by
the sea’.
Notes
1 Quoted in Paul Wells et al., Basics Animation 03: Drawing for Animation
(Lausanne, Switzerland: AVA Publishing, 2009), p. 170. I am grateful to
Luis Cook for his patience in answering my many questions about the
genesis and development of The Pearce Sisters, as well as his generosity in
sharing unpublished design materials used in production.
2 Cook offered this comment on his palette for the film: ‘I had an art
teacher once who told us that “red and green should never be seen!”
Even the colours were intended to evoke a sea sick feel’. This and all
other quotes from Luis Cook in this chapter are taken from various
email correspondence between Cook and the author between 27 March
and 21 May 2018.
3 The Pearce Sisters ultimately demonstrated the wisdom of this plan, proving
a worthy heir to the Aardman tradition of success from the moment of
its premiere in 2007. A Special Jury Award for Short Films at Annecy was
quickly followed by a BAFTA Film Award for Best Short Animation and
nine other awards at festivals from Córdoba to Zagreb. Inclusion in the
Animation Show of Shows catalogue of 2007 further confirmed the film’s
place among must-see animation shorts of the last half-century.
4 See Chapter 5 (Hosseini-Shakib) in this volume.
5 See, for example, Lord and Sproxton’s Aardman series for BBC’s Vision On
in the 1970s; the influential music video productions for Peter Gabriel’s
‘Sledgehammer’ (1986) and Nina Simone’s ‘My Baby Just Cares for Me’
(1987); and the studio’s advertising work for companies like Enterprise
Computers, Scotch Videotape and Perrier in the 1980s.
6 See Suzanne Buchan (ed.), Pervasive Animation (London: Routledge, 2013),
in particular the concluding essay, ‘Animation Studies as an Interdisciplinary
Teaching Field’ (pp. 317–37), in which Paul Ward argues that animation is
‘the missing link, the glue, the universal touchstone and meeting place for
a very wide range of theorists, historians, and practitioners working within
contemporary moving image culture’ (p. 318). For a sampling of rigorously
interdisciplinary assessments of animation in relation to literary narrative,
aesthetics and history, see in Suzanne Buchan (ed.), Animated Worlds
(Eastleigh, UK: John Libbey, 2007): Rachel Kearney, ‘The Joyous Reception:
Animated Worlds and the Romantic Imagination’, pp. 1–14; Richard Weihe,
136 Aardman Animations
obvious secondary fantasy worlds of C.S. Lewis or J.R.R. Tolkien. The only
difference is that whilst the worlds of Middle Earth and Narnia display
similarities with British culture as part of their respective authors’ attempts
to bring authenticity and richness to worlds that are self-consciously unreal,
the world of Wallace and Gromit displays elements of self-conscious fantasy
within a setting that is ostensibly representative of a certain vision of
Northern English society. Contextualizing Wallace and Gromit within what
Colin Manlove’ describes as the ‘domestic emphasis’ of British fantasy,3 I wish
to explore the narrative and stylistic conventions of the Wallace and Gromit
films that establish this distinctly British feel to its fantasy storytelling.
Trading on a set of shared literary and visual influences found within the
rich heritage of nineteenth- and twentieth-century British fantasy fiction,
Wallace and Gromit becomes quintessentially British not so much in the
way it represents reality, but through the way it departs from reality. Viewing
Wallace and Gromit through the lens of British fantasy theory, then, reveals
an ambivalence in Wallace and Gromit’s attitude towards British identity
and British fantasy heritage. On the one hand, there is potential to read the
franchise as a subversion of outmoded concepts of British national identity,
using as it does well-worn stereotypes and viewing them with an askance
lens so as to potentially critique and reject their assumed reality within
contemporary society. On the other hand, those same stereotypes serve as
a source of wonder within the world of Wallace and Gromit, lampooned
through the use of fantasy, but affectionately so in a manner that arguably
reinforces their assumed rightful existence within contemporary society.
This chapter does not promote either of these readings as the correct
interpretation of the franchise. Rather, it showcases how the potential for
either interpretation relies on audiences treating the images and scenarios
onscreen not as representations of reality, but as objects of fantasy. In short,
claiming Wallace and Gromit as an example of British fantasy helps to reveal
the sociocultural underpinnings of their world, utilizing the critical rubric
of fantasy fiction to illuminate what is at stake in the franchise’s engagement
with culturally engrained ideas of Britishness, and how such a process is
imaginatively communicated onscreen.
dog at the hands of Wallace. Reacting with disdain at being given a leash as
a birthday present, a gift that confirms, in Wallace’s words, that somebody
owns him, Gromit’s objection is borne out of his refusal to be relegated to the
status of pet rather than the position of partner he more naturally inhabits
in other instalments. This is true both on an emotional level – Gromit is
seen to provide Wallace with much needed guidance and support – as well
as at the level of commercial activity – he shares with Wallace the labour and
the credit for the duo’s various business enterprises. In fact, it is when the
harmony of the duo is threatened by outside forces that Gromit is relegated
to a position as Wallace’s pet, a threat often arising in the form of various
competitors for Wallace’s affection including Feather’s McGraw in The Wrong
Trousers – a figure who also mocks animalistic notions of species through his
ability to ‘disguise’ himself as a chicken through the use of a rubber glove – as
well as later love interests such as Wendolene Ramsbottom in A Close Shave
(1995), Lady Tottington in The Curse of the Were-Rabbit and Piella Bakewell
in A Matter of Loaf and Death (2008). In these scenarios, the villainous or
untoward nature of these characters is often foreshadowed by the threat they
pose to Gromit’s status as an equal partner to Wallace, a relationship that an
audience familiar with the franchise knows is crucial to their success.
Gromit frequently demonstrates his intellectual superiority and
emotional maturity in comparison with Wallace’s dim-witted charm, yet
in spite of Gromit’s assumption of human comforts such as his armchair
and newspaper, he is dependent on Wallace for access to the human world.
The frequent threats posed to Gromit within the narratives of the series
showcase the fragility of this dependency. In the case of A Matter of Loaf
and Death, the transference of affection from Gromit to Piella directly
reduces Gromit to the role of ‘dog’, similar to the status of her own pet
Fluffles, robbing him of his own room and redecorating the house, making
Gromit feel an outsider in his own home. The narrative strategies of such
plot points invite the audience to feel the injustice and fear Gromit feels. By
asking us to witness the events from the point of view of Gromit, even the
more representational elements of the Wallace and Gromit universe become
somewhat fantastical, viewed as they are from the mindset of a character
who, through his animal status, exists in a space outside of both society
and reality. Gromit’s perspective is inherently fantastical in that to imagine
ourselves sharing his perspective is to imagine a dog possessing impossible
cognitive faculties beyond the realms of everyday life, offering us a sentient
space through which to view the fiction outside the confines of realism.
Audiences can therefore read, for example, Wallace’s obsession with cheese
and British comforts as somewhat fantastic occurrences rather than simply
as typical or everyday, as Gromit’s anthropomorphism becomes a device
Wallace and Gromit and the British Fantasy Tradition 145
through his outsider’s perspective that allows him to see past Wallace’s focus
on social acceptance and solve the mystery of Curse of the Were-Rabbit. Yet,
beyond his outsider status within the mechanics of the plot, his fantastical
perspective given his anthropomorphic status pulls the story-world into a
realm of self-conscious fabrication. Gromit cannot realistically become part
of Wallace’s community because neither Gromit nor that community exists.
Like previous examples of Aracadian British fantasy novels, Wallace and
Gromit uses anthropomorphism both to express a longing for a lost world
and to construct that lost world as self-consciously impossible fantasy. The
representation of a sense of community that is increasingly absent from a
post-industrial Britain is simultaneously celebrated through nostalgia and
exoticized through fantasy, constructing the cosiness of such a landscape as
both admirable and false.
fiction, so often used to give voice to the powerless against the powerful in
folklore, to speak to anxieties of globalization and US cultural dominance.
Scott Lash and Celia Lury link the comedic elements of Wallace and Gromit
to a Bergsonian theory of the comedic as a form of ‘disruption’.22 Littered
with references to all manner of popular genres, an interplay is established
between the fantastic elements of the world of Wallace and Gromit, which
are often exemplified through its use of animation, and narratives that
remain focused on the banalities of traditional British middle-class culture.
In the opening credits of The Wrong Trousers, for example, the trademark
opening of orchestral theme over panning shots of Wallace’s wallpaper
is quickly interrupted by a scene reminiscent of horror cinema. Jagged
lettering reminiscent of pulp horror magazines and pronounced shadows
of the eponymous trousers on the walls recall the title sequences of the
classic 1930s Universal creature features such as Frankenstein (1931) and
The Wolfman (1941). Similar references to the history of both British and
US horror cinema appear elsewhere in the series. The first half of The Wrong
Trousers, for example, is essentially an extended riff on Hitchcock’s Shadow
of a Doubt (1943), whilst A Close Shave begins with a brief homage to Psycho
(1960). The Curse of the Were-Rabbit contains numerous allusions to horror
conventions, including a scene in which the foreboding sound of a church
organ, first seeming to be functioning as non-diegetic accompaniment to
the scene, is revealed as being played by a sheepish elderly organist. As
the film then establishes the successful completion of a giant vegetable
competition as its key source of dramatic tension, the typical hysterics of
a classical horror film are undermined by the relatively parochial concerns
of the village inhabitants. Rather than being used as vehicle for the abject
or as device to discomfort audiences in lines with the aesthetics of horror
cinema itself, these allusions to the horror genre are instead used as part of
the traditions of satire within British fantasy. This comedic subversion of US
genre cinema asserts the British identity of the franchise not only through
the humorous juxtaposition of US narrative conventions and iconography
and ‘middle England’ banality, but also through the broader subversive
atmosphere established through these comedic tropes that draws upon
traditions of British fantasy storytelling.
The satiric impulse of British fantasy often seeks to lampoon figures
of authority in a manner that utilizes comedy’s propensity for subversion
to provide a voice for the downtrodden or imposed. A tacit but powerful
component of Wallace and Gromit’s parody of genre conventions is the way
US heroism is made the object of fun by channelling it through a British
vernacular and sensibility. Not only does comedic subversion through
fantasy occur at the level of the dramatic stakes of each Wallace and Gromit
Wallace and Gromit and the British Fantasy Tradition 149
adventure – replacing, for example, the murder of villagers with the murder
of villagers’ vegetables and a trip to the moon with a picnic on the moon – but
also through the vernacular in which such stories are articulated. A similar
attitude to the conventions of science fiction takes places in A Matter of Loaf
and Death, whose finale contains a nod to Aliens (1986). This reference is
used to knowingly and mockingly aggrandize Fluffles’s act of bravery as she
thwarts Piella’s evil plan by commandeering a machine equipped with oven
gloves in a manner of Aliens’ Ripley’s own assault on the alien creature to save
her surrogate daughter Newt. Injecting this famous cinematic moment with
the banalities of baking and oven-gloves positions a British re-appropriation
of generic conventions within a far more domestic sphere. Such references not
only help to negotiate a US–UK relationship in which the drama of American
genres is pulled through a British lens of eccentricity and banality, but also
engages with British storytelling and comic traditions as form of nostalgic
celebration. In this way, the comedy of Wallace and Gromit manifests what
Wells refers to as the post-1980 turn within animation towards ‘observational
comic tropes’ and away from the counter-cultural discourses of the earlier
decades.23 Through a dialogue between British and US traditions in genres
such as horror, comedy and science fiction, the fantastic in Wallace and
Gromit contributes to a transnational dialogue that both subverts and
celebrates such conventions. This allows the comedic element of the franchise
to be rooted in distinctly national concerns, subverting the assumed power
and influence of US genre cinema in a comparable way to the subversion of
authority in traditional British fantasy literature.
Notes
1 J.P. Telotte, Animating Space (Lexington: University of Kentucky
Press, 2010), p. 15.
2 A.O. Scott, ‘A New Challenge for an Englishman and His Dog’, New York
Times, 5 October 2005, p. E1; Leslie Felperin, ‘Wallace and Gromit: The
Curse of the Were-Rabbit’, Variety, 26 September 2005, p. 54.
3 Colin Manlove, The Fantasy Literature of England (Houndmills,
Basingstoke: Palgrave Macmillan, 1999), p. 10.
4 Rachel K. Boseley, ‘Animating Atmosphere’, American Cinematographer,
October 2005. p. 6. Available at: https://www.theasc.com/magazine/oct05/
curse/page6.html (accessed 19 December 2015).
5 Cited in Owen Gibson, ‘A One-Off Quirky Thing’, The Guardian,
21 July 2008. Available at: http://www.theguardian.com/media/2008/jul/21/
television (accessed 1 November 2015).
6 A summary of this period of writing is provided in Gary K. Wolfe, ‘Fantasy
from Dryden to Dunsany’, in E. James and F. Mendlesohn (eds), The
Cambridge Companion to Fantasy Literature (Cambridge: Cambridge
University Press, 2012), pp. 7–20.
7 Brian Attebery, The Fantasy Tradition in American Literature (Bloomington:
Indiana University Press, 1980), p. 20.
8 Benedict Anderson, Imagined Communities (London: Verso, 1991).
Emphasis added. The term ‘imagined community’ represents the central
argument of Anderson’s famous treatise on nationalism and can be found
throughout this text. For an introduction to the concept, see pp. 1–9.
9 Brian Stableford, ‘The British and American Traditions of Speculative
Fiction’, in M.K. Langford (ed.), Contours of the Fantastic: Selected Essays
from the Eighth International Conference on the Fantastic in the Arts
(Westport, CT: Greenwood Press, 1990), p. 40.
10 Their writings are an attempt to atone for a relative dearth of indigenous folk
tales and romantic sagas in comparison to those of nations like Germany
in which the world-building narratives exemplified in Wagner’s Der Ring
des Nibelungen helped to forge part of a growing sense of nationhood. If
Tolkien and Lewis had truly tried to replicate this in British fantasy fiction,
then their fantasy creations might have built on surviving British folk tales
such as Jack and the Beanstalk, Tom Thumb and Dick Whittington with,
as Manlove elaborates, their combination of ‘mute courtliness, chivalry,
love, idealism and religion, with heroism, decency, generosity, loyalty and
common sense’. Manlove, The Fantasy Literature of England, p. 17.
152 Aardman Animations
Introduction
There is little doubt that the pre-production process is a vitally important
stage for any film, where things are planned, mapped out and what has often
been referred to as a ‘blueprint’ for the production drawn up. Because of the
labour-intensiveness of the animation process, this pre-production planning
arguably becomes even more important. There are signs of an increase in
scholarly interest in the processes of animation production – including pre-
production aspects of the pipeline such as storyboards, character designs,
concept work and pre-visualization.1 This has partly been driven by the
welcome reframing of approaches to film, media and animation industry
practice that has followed in the wake of the shift to a ‘production studies’
paradigm marked itself by a deeper attention to production artefacts, spaces
and behaviours.2 Despite this welcome shift in emphasis, it is still routine for
storyboards to be presented in the literature in a normative, instrumentalist,
‘common sense’ manner.3 For example, ‘the main purpose of the board is
to provide a practical and accurate idea of how the finished film will turn
out’.4 Additionally, ‘art of ’ and ‘how to’-type books about storyboarding (e.g.,
Fionnuala Halligan’s The Art of Movie Storyboards or Giuseppe Cristiano’s
The Storyboard Design Course) present this key pre-production process as
self-evident rather than analysing the type of work it entails.5
Central to my discussion is an examination of storyboarding in the
wider context of animation labour – not only as labour in and of itself
(storyboarding is a highly skilled job), but as a process which is indicative
of the future labour of others. The overall objective is to further develop and
deepen the ways in which we might understand the animation process as
‘labour intensive’. It is commonplace to refer to animation in general in this
156 Aardman Animations
There are a number of notable things implied here: the notion of ‘visual
planning’ being an integral part of story development; the fact that this new
process gave a sequential ‘overview’ of the entire story; that this ‘overview’, in
turn, enabled efficiencies in terms of improvements to the film; and, finally,
that this seemingly collaborative story process was ultimately controlled
Animation Storyboarding 157
by Disney via his Story Department. The ‘story conference’ stage became
subject to intense scrutiny by the studio management and, according to
Mark Langer, ‘by using the script and the storyboard as a choke point, Disney
could oversee production. The Story Department became the chief organ of
this management and occupied a place at the very top of the hierarchical
pyramid.’9
In their celebrated book about Disney animation, The Illusion of Life,
Disney animators Frank Thomas and Ollie Johnston recall:
Writers of proven skill had been brought into the studio, but they were
seldom given a chance to write. A script could be used in the beginning
to show suggestions of what might be done with the material, but more
often the ideas were talked over, tossed around, beaten to death, changed
discarded, revamped, built upon and “milked” without a single word
being put on paper. Since animation is a visual medium, it is important
that the story ideas, the characters, the business, the continuity, and
the relationships be presented in visual form rather than in words.
So the storyboard was invented.10
The breezy, determinist language (‘so the storyboard was invented’) masks
what was no doubt a more complex emergence of a way of working and
glosses over the power relations at play. These bubble to the surface in a
distinction Thomas and Johnston make elsewhere in their book between
the ‘storyman’ and the ‘sketch man’ – and a nascent division of labour
(‘the storyman did the talking in the meetings’)11 – with the former being
very near the top of Langer’s hierarchical pyramid (because those in the
Story Department reported directly to Disney himself). As Matt Stahl has
argued, there is a tension, though this is certainly not unique to animation
production, between ‘above the line’ creative personnel (including writers,
producers and directors) and ‘below the line’ craft and technical labour
(which would include storyboard artists), a tension that is exacerbated
by the often creative interventions that storyboard artists, despite being
below the liners, make to the stories (e.g. in the form of adding, or improving
the timing of, gags). Stahl cites one telling example of a 2002 case when ‘a
group of Animation Guild writers, well aware of authorial contributions by
lower-paid storyboard artists, sought to shore up the boundaries around
their own positions and downplay the originating work of the [storyboard]
artists’, with the clear implication being that the writers’ labour was more
valuable and creative than that of the storyboard artists.12
We can identify here a tendency for talking about the work of storyboard
artists, and the storyboards they produce, as an important but ultimately
158 Aardman Animations
‘blueprint’ for the film – it is an integral part of the creative process of story
development more generally.
Long-standing Aardman director Luis Cook, for example, notes that in a
lot of cases the starting point for what becomes a fully worked board is the
director’s own sketches and swift thumbnails. In some cases, such activity is a
form of visual development from a written script or story idea, although this
is not always the case. Michael Salter, Head of Storyboarding at Aardman,
likewise noted that when working on Nick Park’s films, there might be a broad
scenario but the ‘scripting’ is something that is initially ‘worked out’ by Park
himself, acting out the scenes and doing rough thumbnails in the way that
Cook suggests.16 This chimes with what Paul Wells outlines,17 namely that
the specific qualities of animation often mean that a ‘script’ as such (as
in a formalized, written document) might not exist – or, if it does, it has
emerged from (and not necessarily prior to) the ferment of story meetings,
LAV (live-action video) sessions,18 thumbnail sketches and other aspects of
pre-production that are completely visual and practical in nature. In effect,
the storyboarding stage of the process is one where the tangle of ideas, gags
and the director’s overall vision starts to be formalized into a document that
enables the film to actually get made.
Cook has referred to storyboarding ‘[a]s a distillation process’, thereby
drawing attention to the ways in which the storyboarding process
concentrates or distils the essential components of the story.19 Similarly,
Wells has used the term ‘condensation’ to refer to the specific properties
of animation that enable certain storytelling conventions to come to the
fore – those to do with compression of actions, alongside certain tropes
such as sudden transformation/metamorphosis, or what we might call the
‘economy’ of character design. Although Wells uses the term ‘condensation’
to pinpoint what he sees as an underlying quality or trait of animation in
general, he makes a similar point about animation script development and
storyboarding when he talks about it being a compressed or condensed
‘shorthand’ that implies a ‘bigger picture’ without explicitly showing every
detail.20 This suggests that the ‘blueprint’ analogy for storyboarding is
inaccurate – as Cook makes clear, the process is not about mapping out every
last detail of the story, it is about capturing the essence of the scenes. As Cook
says, ‘with storyboards, clarity is everything, but you are looking to “plus” the
script, make it more visual. It is important to show, not tell, and minimize
exposition’.21 The purpose of the storyboarding process, then, is not simply
to map out the story in a routinely ‘functional’ way, but to act as a space in
which the overall creative process of story development can be played out –
eventually leading to the ‘distilled’ or finalized boards that are used for the
final shoot.
160 Aardman Animations
The differences between 2D, CG, and Stop-Motion often come into effect
later in the boarding process as the initial pass is an attempt to make the
story as good as possible. Afterwards [with stop motion] we will then go
through the boards to look for things like: what sets are needed, number
of puppets, camera movements, etc. and make amendments.22
This highlights the fact that, like any aspect of pre-production, assets like
storyboards (and here we can also include character designs or concept work
for locations/layouts) go through various iterations: Phelan’s reference to ‘the
initial pass’ is what many in the industry would refer to as ‘the rough’ (as in a
‘rough version’ of the board). Phelan emphasizes that the initial focus has to
be on story (and, in Aardman’s case, this more often than not means gags):
getting that right involves reiterations and reworking. However, Phelan’s
comment also points to a ‘second order of business’ when it comes specifically
to stop-motion animation production. Alongside thinking about making the
story ‘as good as possible’, the team need to go through the boards and think
logistically about sets, puppets, how the camera will navigate the space and
so on. Arguably, these are not things that other forms of animation need
to think about (or not in the same way, at least).23 They are more properly
thought of as production management – a vital part of the production
pipeline at Aardman, due to the fine balance of assets like puppets, sets and
props that need to be constructed, and the shooting and animating schedule
that needs to be mapped out. It is apparent, therefore, that the value of the
storyboards at Aardman is directly linked not only to the creative process,
but also to their important function in the overall production management
of the projects.
Aardman Production Manager Richard (‘Beeky’) Beek’s sense of the
purpose and function of storyboards confirms this, and links directly with
what Phelan says:
In other words, the storyboard artist needs to keep in mind the economy
of storytelling and Boddy states that the storyboarders will look for where
they can ‘be smart with staging to get the same point across in less time’.30
Yet this economy in storytelling is also wedded to an understanding of other
types of economy in production. It is clear then that storyboards need to
Animation Storyboarding 163
The rough board is used to review the filmic and fictive worlds in terms of
editorial and practical consequences, and to direct the clean-up artists as
to what components need to be refined, detailed or added for line testing.
When a board is reviewed in the directive domain, it must be complete,
accurate, and display efficient use of human and financial resources. At
a local level, the rough must be complete and accurate enough for its
reviewers to evaluate it. Nonetheless, a rough is functionally incomplete;
if the panels included all of the elements, it would lose its effectiveness
as a sketch.36
Blatter’s focus is on the rough board as part of the entire boarding process,
and how these are ‘read’ from a cognitive perspective; she is interested in
how artists, animators and others involved in the production read or infer
from the inevitably ‘incomplete’ information present in different versions of
the boards. One of the central paradoxes here is also highlighted – namely
in what Blatter calls the ‘directive domain’, that the rough’s incompleteness
and ambiguity is both a strength (precisely because it is ‘open’ and enables
discussion around action and so on) and a potential weakness (precisely
because it is incomplete and open to manifold interpretation).
The paradoxical tension inherent in storyboards being both complete (in
the sense that they show a ‘shot by shot’ breakdown of a film) and incomplete
(in that they are open to interpretation and inferences from those working
with them) can be discerned in the aforementioned analogy of the ‘blueprint’.
Pallant and Price note how widespread the analogy is, whilst taking issue
with its accuracy and noting a preference for Kathryn Millard’s use of the
term ‘prototype’.37 The main problem with the term ‘blueprint’ of course is
that it implies a technical drawing that is meant to be followed to the last
detail (with things like room dimensions or window sizes in an architectural
blueprint, or the exact sizes of components in a piece of machinery) otherwise
the artefact being planned will not work. Storytelling – and the phase of
storytelling captured by the storyboard – simply isn’t like that and there are
multiple spaces within the process that not only enable but actively encourage
interpretation and further development work. Certainly the initial sketches,
followed by the ‘rough’ or first pass of the board, will embody a range of
possible approaches and outcomes, but even once the board is cleaned up and
locked down, there is still scope for creative interpretation.
Matt Stahl has examined the ways in which the labour of storyboard
artists needs to be seen in the context of the overall structure of the animation
industry, noting that there is an inbuilt tendency towards certain ‘below the
line’ workers engaging in what he calls ‘non-proprietary authorship’. Roughly
Animation Storyboarding 165
translated, this means taking ‘ownership’ of something for which you don’t
get remunerated. For example, storyboard artists who contribute and rework
gags when this is, strictly speaking, the work of the more highly paid writers,
who end up receiving formal credit and pay for this work. Part of the issue
here is that there are in-built (and seemingly inevitable?) ‘grey areas’ in the
pre-production process – we can see this in the already-cited comments
where a director might thumbnail or rough out a scenario, and perhaps even
contribute to later iterations of a storyboard, alongside the storyboard artists.
The notion of the boards functioning within a ‘directive’ domain (as a future
activity) again emphasizes the importance of seeing them as pre-production
artefacts that map out the future labour on the production in question.
Boddy identifies how such creative interpretation, story development and
(specifically) reworking of scenes/gags can continue during the shooting
stages of production.38 He notes at one point that ‘there’s always a last man
standing’ in the storyboard teams – meaning that, as the rest of the story
team are redeployed to other projects, one person remains on board in order
to rework specific shots as required. (Boddy fulfilled this role on Aardman’s
most recent feature Early Man.) This further emphasizes the importance
of storyboarding in the overall production. The initial boarding process is
about developing and then distilling the story as much as possible so that
the intense labour required at the animation stage is directed in the right
way (and no resources or labour are wasted). Nevertheless, some modifying
or reworking of scenes or actions is always going to be required and the
iterative dialogue noted by Boddy demonstrates that the storyboarders are
the essential link in this process and play an important role in all three of
Blatter’s ‘domains’ by helping to regulate the animation labour required at all
points in any given production.
What is notable about examining storyboarding through these ‘lenses’
is that it gives us important insight into how a studio such as Aardman
negotiates the specifics of its mode of production, and how it negotiates
the complexities of stop-motion animation from the pre-production phase
through to completion. One of the underlying points of this chapter has been
to examine the ways in which a pre-production process like storyboarding
is part of the managing of other people’s labour later in the production
pipeline. Storyboarding is certainly a creative and imaginative activity,
operating in the ‘filmic’ and ‘fictive’ domains, as defined by Blatter. The idea
of storyboards existing in a ‘directive’ domain, however, means they need to
be understood as an indication of future activity: the functional value of the
storyboards lies in the way they are used to regulate, manage and predict
workflow in this most labour intensive of production contexts.
166 Aardman Animations
Notes
1 See, for example, Paul Wells, Scriptwriting (Basics Animation) (Lausanne:
AVA Publishing, 2007) and ‘Boards, Beats, Binaries and Bricolage:
Approaches to the Animation Script’, in J. Nelmes (ed.), Analysing the
Screenplay (London: Routledge, 2010), pp. 89–105; Tony Tarantini, ‘Pictures
That Do Not Really Exist: Mitigating the Digital Crisis in Traditional
Animation Production’, Animation Practice, Process & Production 1, no. 2
(2012), pp. 249–71; Matthew Teevan, ‘Animating by Numbers: Workflow
Issues in Shane Acker’s 9’, Animation Practice, Process & Production 1, no. 1
(2011), pp. 83–96; Matt Stahl ‘Nonproprietary Authorship and the Uses of
Autonomy: Artistic Labor in American Film Animation, 1900–2004’, Labor:
Studies in Working-Class History of the Americas 2, no. 4 (2005), pp. 87–105;
and ‘Cultural Labor’s “Democratic Deficits”: Employment, Autonomy
and Alienation in US Film Animation’, Journal for Cultural Research 14,
no. 3 (2010), pp. 271–93; Janet Blatter, ‘Roughing It: A Cognitive Look at
Storyboarding’, Animation Journal 15 (2007), pp. 4–23; Chris Pallant and
Steve Price, Storyboarding: A Critical History (Basingstoke: Palgrave, 2015).
2 Work in this field is epitomized by John Caldwell’s book Production
Culture: Industrial Reflexivity and Critical Practice in Film and Television
(Durham, NC: Duke University Press, 2008) and the anthology
Production Studies: Cultural Studies of Media Industries (New York
and Abingdon: Routledge, 2009, ed. Vicki Mayer, Miranda Banks and
John Caldwell), as well as the online Media Industries journal (www.
mediaindustriesjournal.org/).
3 See Caldwell, Production Culture on how ‘common sense’ thinking
structures much of the professionalized discourses in media production.
4 Barry Purves, Stop-Motion (Basics Animation) (Lausanne: AVA
Publishing, 2010), p. 120.
5 It is in the nature of these sorts of books – ‘Art of …’ and ‘Making of …’
type books – that the production processes are ‘laid bare’, but this is
done in a very specific way, that ‘frames’ things normatively rather than
opening them up for critique. An honourable exception in book-length
form is Chris Pallant and Steven Price’s Storyboarding: A Critical History
(Basingstoke: Palgrave, 2015) which carefully examines storyboards
across a variety of contexts and identifies how they function in the overall
production process.
6 See, for example, Alice Gambrell, ‘In Visible Hands: The Work of Stop
Motion’, Animation Practice, Process & Production 1, no. 1 (2011), pp. 107–
29, who draws attention to various discussions of the labour-intensiveness
of animation in general and stop-motion animation in particular; Siobhan
Synnot, ‘Wallace and Gromit Creator Opens Up on Latest Animation’, The
Scotsman, 16 January 2018. Available at: https://www.scotsman.com/news/
wallace-and-gromit-creator-opens-up-on-latest-animation-1-4662240
Animation Storyboarding 167
Let’s go back to basics. What do sheep do? They eat grass, so that’s good,
there are restrictions on Shaun already. They’ve got sheepdogs … they
show the sheep into the field, they tell them when to start eating, when
to stop, when to get back in barn. So that’s good, we’ve got something for
Shaun to push against now. The introduction to the farmer, we’ve got this
hierarchy. We’ve got the farmer who’s actually in charge, but who’s not in
charge because he can’t see very well. We’ve got poor Bitzer who’s torn
between the farmer and the sheep, who wants to be one of the flock
but he’s also responsible to the farmer. It’s a nice complication to that
character. And Shaun wants to have some fun and doesn’t like to be told
what to do. The rest of the flock are the Greek chorus. It all seemed to
make sense, and naturally we saw that that created a lot of story ideas. We
showed the pilot to the BBC, they liked it, and commissioned the series.5
The biggest challenge for the series was the production budget from the BBC,
which the Aardman producers felt was too low for the first three seasons.
Originally Shaun was budgeted as a preschool series, where budgets are
usually smaller due to the perceived simplicity of the stories and visual
direction. However, because the shorts ended up being for the slightly older
audience of six- to nine-year-olds, the budget did not cover the increased
cost associated with the older demographic. Aardman covered this shortfall
for the first three seasons and by season four they were able to dictate a
budget that represented what the series would actually cost.6
The rest of the series came together easily. The model makers had just
finished making the feature film, Wallace & Gromit: The Curse of the Were-
Rabbit (2005) and had thought expansively about how to build the Shaun
sets. In their enthusiasm, they built huge feature-quality sets, not television-
sized ones which would have been smaller and simpler, in keeping with the
smaller stories and limited costs of television production. The large sets
leant the world of Shaun a sense of scale more akin to the types of animation
shorts screened at festivals than a typical television series.
While broadcasters scheduled the series on television to target viewers
in the six-to-nine demographic, they found that the show’s broad humour
and Aardman’s pre-existing popularity meant the programme appealed
to the broader, extended family demographic. Starzak alluded to a reason
for this broad appeal when he commented that ‘the thing about Shaun is
that there is something of a family unit about the characters. The farmer
is like a parent; Bitzer is an older sibling; and Shaun is a younger sibling.
There’s a sense of a family unit there which again I think is a universal idea,
Shaun, Timmy, Aardman and Children’s TV 173
to preschool, with the purpose of showing kids that preschool could be fun.
She remembered her own experiences at that age, when she was scared to
attend nursery, and wanted to depict preschool in a friendly light. She came
up with a world for Timmy that was different to that occupied by Shaun:
a more diverse universe featuring animals other than sheep. With this
new direction, a number of original characters were created for the series.
The look of the series was different, as well, as Cockle went with a more
preschool-friendly look – bright, colourful and saturated in a way that made
it visually distinct from the Shaun farm palate.10
Similar to Shaun, Timmy as a character was designed to be an enthusiastic
free spirit who did whatever he wanted, and thus, he found himself in trouble
regularly. As a motivating force for the stories in the series, Timmy needed to
learn to behave and get along with the other animals and the theme song of the
series promised, ‘a little lamb with a lot to learn’. Timmy Time stories included
many of the typical preschool themes, such as pretending and playing, and
art and music-related topics. But whereas Shaun was a classic unconventional
character in the Aardman tradition, Timmy was motivated to get along with
others and to see the advantages of following rules and conforming, in keeping
with the socializing goals of preschool television. It can often be difficult to
make purposeful topics like these humorous for preschoolers.
For Aardman as a studio, changes and realizations came about through
Timmy Time. First, for the studio to produce the volume of television
programming that a preschool series would demand, they needed to organize
productions in a more standardized fashion, and Cockle instigated new
processes for the television production team. With seventy-eight ten-minute
episodes to produce, she put a rolling production pipeline in place. Prior to
this, Aardman had worked more loosely, but the new, stricter pipeline was
necessary to keep the series on schedule and on budget.11 As such, producing
Timmy Time was a learning curve for the Aardman staff. They had to get used
to a faster pace and a television production schedule, where there was not as
much time to dress a set, for example.12
It also became clear that not everything that worked so well for Shaun
would work for Timmy. The Timmy Time producers made a similar decision
to produce the show without dialogue and focus on the visuals. But whereas in
Shaun the Sheep the lack of dialogue had been a creative catalyst for effective
physical comedy and subtle but comical facial expressions, Timmy Time
writers found this lack of dialogue to be more restrictive than productive.
For this show, the writers needed to determine how to tell preschool-friendly
stories without dialogue but also without the broad slapstick used in Shaun
the Sheep. Shaun’s level of physical comedy was not a viable an option for this
age group, because slapstick tends to be imitable, even dangerous at times,
Shaun, Timmy, Aardman and Children’s TV 175
preschool shows, they were also not a priority for the company. She noted
that for preschool, they were still considering new ways to use Timmy Time,
such as using a narrator and editing existing footage to teach English.24
Notes
1 See Amy Ratelle, ‘“Animation and/as Children’s Entertainment” and
Nichola Dobson, “TV Animation”’ in N. Dobson et al. (eds), The Animation
Studies Reader (New York: Bloomsbury, 2018), pp. 191–202 and 247–56.
2 When the Shaun the Sheep series was first developed, the director Richard
Starzak was known as Richard Goleszowski, and is still known as ‘Golly.’
3 Richard Starzak, interview with author (29 June 2015).
4 Ibid.
5 Ibid.
6 Ibid.
7 Ibid.
8 Ibid.
9 Alix Wiseman, interview with author (29 June 2015).
10 Jackie Cockle, interview with author (29 June 2015).
11 Ibid.
12 Ibid.
13 Ibid.
14 Wiseman, interview with author.
15 Ibid.
16 Ibid.
17 Aardman had already produced material in this vein with the Rex the Runt
(1998–2001) and Angry Kid (1999–2007) series that aired on BBC 2 and
BBC 4, respectively.
18 Wiseman, interview with author.
19 Ibid.
20 Alix Wiseman, phone interview with author (5 November 2015).
21 Aardman.com, ‘Sarah Cox Joins Aardman as Executive Creative Director’,
9 February 2017. Available at: http://www.aardman.com/sarah-cox-joins-
aardman-as-executive-creative-director/ (accessed 28 January 2018).
22 Sarah Cox, phone interview with author (19 January 2018).
23 Ibid.
24 Ibid.
25 Ibid.
180
11
behaviour. The truth of his body is felt to come not “from the inside” but
“from the outside”’.25 This is equally true of figurative animated characters
who, as extroverted characters that ‘accentuated dynamism and immediate
legibility’,26 audiences did not expect ‘to learn anything about their […] depth
of being’.27
Shaun’s gormless character, portrayed in facial and bodily expression,
is a source of physical humour and both Shaun’s and Keaton’s stories are
delivered through a series of one-off physical gags, another characteristic of
figurative animation performances that ‘resembled gags that one might see
in a comic strip [or] in a short film comedy’.28 An episode of Shaun the Sheep
is constructed in this way, although the pay-offs and contexts in which the
gags exist naturally vary. Interesting to note is a particular type of gag that
seems typical of silent comedy, known as automatism/inattention, ‘where
concrete intelligence fails’.29 As inhabitants of their worlds as we understand
them, Keaton’s and Shaun’s characters are successful at times and not at
others, and problems are often solved through sheer luck as much as through
careful, intelligent consideration. Sometimes unexpected occurrences will
benefit each of these characters, while at other times they each calculate
the mechanics of a situation step by step (which can be communicated by
either a series of clear, physical stages of changing or developing thought,
or through a simple, singular expression). In many ways then, Shaun
is the epitome of the figurative animated character – one that uses easily
recognizable movement and expressions in the service of physical, visual
gags and has much in common with the physicality and humour of early
silent comedy. However, as the following sections explore, Shaun’s animation
also relies on embodied methods of animation that require a certain type of
physical investment by the animator.
driven close-ups and the body for physically driven wide shots. Such reliance
on the physicality of the animated character in the absence of any dialogue
to convey plot and humour has a significant impact on the animation
production process. Cosgrove Hall shows, such as Little Robots and Postman
Pat, which are aimed at a preschool audience, employ frequent ‘talking head’
shots, where a puppet stands for a good number of seconds, either conversing
with another character or addressing the audience. These are invariably
storyboarded and are generally simple and straightforward to animate, with
little preparation required. Lacking dialogue, Shaun the Sheep relies more
heavily on body language to communicate the characters’ states of mind
and motivations. In order to animate this communicative body language a
deep, physical investment into the characters is required by the animator.
In a way the characters become our avatars, as suggested by Don Graham,
drawing instructor at Disney during the 1930s, in that we must understand
or ‘get inside’ the characters before drawing or manipulating them.30 In this
way, Shaun can be seen as an animated character that evidences both the
figurative and the embodied. While his action is dependent on ‘distinctive
movements and characteristic gags’,31 his animation still requires the type
of embodied enactment described by Crafton as typical of the introverted,
internally complex characters that exemplify embodied characters.
In an effort to fully immerse myself in the characters I often found myself
acting out the action that I needed to convey through the puppets, much
like a silent comedian, but also something that Crafton describes as more
typical of the animation of embodied characters.32 Shaun the Sheep is an
example of the effective application of anthropomorphism and this depends
on animators successfully translating something in their own physicality
via the process of animation in ways that will evoke empathy. Empathy is
another characteristic Crafton aligns with embodied, rather than figurative,
characters.33 But, as Ed Hooks notes, the pursuit of empathy was also central
to Chaplin’s comedy and he ‘understood how to play to the heart, how to
evoke laughter one moment and tears the next’.34 This kind of connection
with the audience is one that the animator is also striving to achieve. It can
be argued that in the case of Shaun the Sheep, the animator is in fact the
performer, and the character projects the animator’s efforts, and hidden
presence from the past, to become the on-screen ‘star’. As a stop-motion
animator, I feel the very act of animating is, in itself, a performance, one that
relies heavily on both preparation and instinct.
Paul Wells has noted Chaplin’s determination to get things absolutely
perfect in relation to timing of the gag. Chuck Jones ‘liken[ed] the
numerous takes Chaplin would do to secure this perfection with the numerous
drawings that he threw away in a spirit of executing an exact sequence of
188 Aardman Animations
unforeseen gag regarding the Cubist art. This is also a common tendency in
Keaton’s comedy and the similarity is further demonstrated through exploring
the set-up for the punchline of his early short, One Week (1920). This film’s
final gag is beautifully staged and timed. Keaton and his wife are trying to
drag their recently completed house (built, with disastrous consequences,
by Keaton himself) off a railway track as a train is approaching. They realize
they can’t shift it and so step aside, eyes covered, dreading and awaiting the
inevitable. We, the audience, believe the train will hit due to the ingenious
framing of the image. The train, however, passes the house safely since it
is travelling on the adjacent line. We then cut to Keaton and his wife, who
display sighs of relief with which we, the audience, empathize. Moments later,
however, we cut to a wide shot, framing the entire house, just in time to see
a second train, travelling from the opposite direction and smashing through
the house. This, coupled with the instant reaction of the two unfortunate
protagonists, is funny because of the timing, framing and, most importantly,
build-up of anticipation towards the unforeseen gag.
This anticipation is created through a series of holds employed by Keaton,
clearly displaying his thoughts and changes of emotion in a way that calls
for nothing but empathy. This is why the impact is funny; we imagine what
it would be like to experience it ourselves, and Keaton’s failing attempts at
constructing the house correctly and sensibly up to this point invites us
to laugh unashamedly. Although simpler, a scene I animated in the Shaun
episode, ‘The Boat’ is built around this kind of anticipation.40 The characters
are playing on a huge boat on wheels but, when trying to shift it, they can’t
no matter how hard they try. One sheep (the hefty Shirley) lifts the anchor
with ease, before handing it to Bitzer. The extreme weight is conveyed in the
way Bitzer almost drops the anchor before lifting it with somewhat less ease
than Shirley. This build-up visually describes the anchor’s weight, and Bitzer
is left for a moment, holding it. Suddenly, a gust of wind starts pushing the
boat and we cut to Bitzer, at which point my task was to convey a series of
emotions that proves he realizes: the boat is moving, the anchor is attached
with rope, he is holding the anchor, so he’ll go flying with the boat. These
holds, providing the chance to read the dog’s thoughts and emotions, are
key to the anticipation behind the gag. Like with the Keaton gag, we know
something is going to happen but not how it will pan out, and we are then
entertained as a result. In this case, due to holding the anchor with the rope
slightly wrapped around him, Bitzer swiftly spins around before heading in
the direction of the boat. This makes the gag last longer and offers extra time
for the audience to digest. The moment of realization and the timing of that
‘look’ is what counts in both these examples, and the gags would not be as
humorous without them.
Shaun the Sheep – Buster Keaton Reborn? 191
Conclusion
It is evident from my description of the process of animating Shaun the Sheep
that the series, in a similar way to early figurative animation, owes much
to the performances of the comedians of silent cinema: Charlie Chaplin,
Laurel and Hardy, and Buster Keaton in particular. Similar to the figurative
performances outlined by Donald Crafton, Shaun acts and reacts through
his outer self – through bodily movement and, at times, slapstick for the sake
of physical humour – in a way that often relies on easily readable physical
expression and movement. But he is also dependent on the embodiment
of the animator – brought into being through their physical actions in
narratives whose comedy often relies on their instinctive sense of timing
and movement. Like Keaton, he, through figurative attributes, is a ‘star’
but, unlike Keaton, through embodied attributes and by being performed
beforehand by careful timing by another being (the animator), he is an
avatar. Interestingly (and true of all team-based animation), Shaun is an
avatar of many beings (animators) who have to conform to the expectations
audiences have of him – he has a particular walk, specific facial expressions
and so on. Keaton’s performances were created by Keaton alone, but Shaun’s
were created by many individuals striving for consistency.
Notes
1 Jeremy Cott, ‘The Limits of Silent Comedy’, Literature/Film Quarterly 3,
no. 2 (Spring 1975), p. 103.
2 AFP, ‘Buster moves: “Shaun the Sheep” Modelled on Silent Movie Star’,
Expatica, 21 March 2015. Available at https://www.expatica.com/uk/news/
country-news/Buster-moves-Shaun-the-Sheep-modelled-on-silent-movie-
star_467029.html (accessed 20 May 2018).
3 Ibid.
4 Donald Crafton, Shadow of a Mouse: Performance, Belief and World-Making
in Animation (Berkeley: University of California Press, 2013), p. 17.
5 Donald Crafton, Before Mickey: The Animated Film 1898–1928 (Chicago,
IL: University of Chicago Press, 1993), p. 295.
6 Paul Wells, ‘The Chaplin Effect: Ghosts in the Machine and Animated
Gags’, in D. Goldmark and C. Keil (eds), Funny Pictures (Berkeley:
University of California Press, 2011), p. 27.
7 Crafton, Shadow of a Mouse, pp. 23–48.
8 Ibid., p. 23.
9 Ibid., p. 53.
10 Maarten Coëgnarts and Peter Kravanja, ‘Metaphors in Buster Keaton’s
Short Films’, Image & Narrative 13, no. 2 (2014), p. 138.
192 Aardman Animations
Aardman’s neo-baroque
Special and visual effects work produced for Aardman feature films occurs
within a particular production context – that of ‘orthodox’ commercial
animation production.4 Inherent in this context is the use of digital
compositing to efface the ontological difference between physical objects
and virtual effects in order to present the illusion of a single, cohesive image
world on-screen.5 This concern is an overpowering element of commercial
animation production that seeks to reduce the more subversive potential
of animation’s propensity to foreground its own production processes. As
Aardman’s Neo-Baroque 197
In a similar way the Aardman film can be seen as a more concrete form of
animated filmmaking, with its use of ‘tactile’ and ‘tangible’ materials acting as
a reminder of a real world as opposed to a virtual world of ‘digital processing’.
In terms of effects production processes this is the difference between the
special effect enacted in front of the camera and the visual effect added
digitally in post-production.
In the Aardman film, the physicality of the special effect not only helps to
preserve a profilmic space and give fantastical cartoon characters a sense of
agency in a realistic world, but also reminds the audience of their own tactile
experiences of the real world. The movement of real material objects as part
of a practical special effects process engages both the ‘optical’ and ‘haptic’
viewing positons of the audience – the recognition of movement on the one
hand and materiality on the other.19 These viewing positions are bound up
with the complexities of animation as a type of performance. As with other
forms of animation, multiple bodies are performing and performed in the
practical, special effects image; the animator’s body, the audience’s actual
body and the ‘epiphenomenon’ of the animated bodies projected on-screen,
which are ultimately co-animated by both viewer and animator.20 Although
we can identify multiple bodies involved in producing effects animation,
the process can be seen to be governed by two fundamental aspects: the
mechanical simulation of real-world physics and the caricaturing of action
to help express the dramatic context of a scene; this duality of effects
performance is discussed in the next section.
taken up by animators themselves where the creative act lies solely in the
movement of objects and not in their design or construction.
As with other forms of commercial, realist-inflected animation, the
stop-motion animator’s performance resides in the incremental distances
that a still object must be moved which, when projected back at twenty-five
frames per second, speaks to an audience’s phenomenological experience
of being a three-dimensional object moving through a three-dimensional
world, and subject to the laws of speed and inertia. This simulation of real-
world physics draws from the natural attitude and originary coordinates
of animators and speaks to the non-thetic awareness of audiences. For
the Aardman animator in particular this pursuit of movement must also
take place within a dramatic context as part of Aardman’s whimsical take
on the ordinary.29 The behaviour of effects elements that resonate with an
audience’s first-hand experiences of natural phenomena helps to reinforce
a sense of ‘ordinariness’ as a counterpoint to the more fantastical nature
of characters and dramatic situations, thereby playing an important part
in generating what Wells calls Aardman’s ‘quasi-documentary style’ – the
sense in which the Aardman film attempts to generate the sense of a real,
mundane world.30
However, the animator can distort our perception of natural physical laws
for stylistic and dramatic effect through altering the rate of change on screen.
This is echoed in the experience of Richard Haynes, animator on Aardman’s
The Pirates! In an Adventure with Scientists! and Shaun the Sheep Movie.
Haynes described animating a sequence in Pirates! involving bath suds,
which resulted in a complex process using tacky wax, ali-wire and magnets,
and described his animation as being more than just replicating the physics
of the phenomenon, but also consciously using the timing of special effects
elements to achieve the dramatic intentions of the scene, adding subtle
exaggerations to enhance the ‘mood’ or ‘flavour’ of the shot, in this case a
fast action sequence.31 The Pirate Captain, in his pursuit of the nefarious
Mr Bobo finds himself in a bath full of soap suds, bobsleighing through
Charles Darwin’s house and picking up various members of his crew on the
way. The effects in the sequence engage ‘optical’ viewing of movement (the
reading of motion itself) and ‘haptic’ viewing of materiality (the reading of
what the object is made of), both being experiences of viewing stop-motion
imagery, as discussed by Cordelia Brown in relation to art historian Alois
Riegl.32 In the particular case of bath suds, the effect has been achieved by
sculpting plastic beads into ‘foamy’ looking mounds of bubbles. However,
the uniform size of the beads does not quite achieve the organic qualities of
real soap bubbles, even though the animation timing gives them a kinetic
sense of being lighter than air. This mismatch of material and movement is
Aardman’s Neo-Baroque 205
[…] the great artist does not negate perception; he or she renews it
by returning us to that primordial experience before the split between
imagination and sensation, expression and imitation.35
As described above, the effects elements in Curse of the Were Rabbit are
not only used to establish the physics of the world for an audience in a
scientifically rational manner but are also simultaneously used to express
the internal emotional perceptions of characters and project them into the
physics of their world. In moments where special effects animation engages
more fluid materials, we can see how this type of animation draws on the
primal plasmatic freedoms of early animation as described by Eisenstein.36
During these more metamorphic moments of effects animation, the
Aardman film is allowed to approach the relationship between characters
and natural phenomena at a more primordial level that at times crosses the
boundaries between internal and external states, thereby expressing notions
of the lived body as being a perceiving object but also indivisible from the
world perceived. Gromit is the marrow, and the marrow is Gromit.
Conclusion
The nature of effects performances in Aardman’s feature films has a dual
aspect, where animators must find an aesthetic balance between expressing
the physical nature of their fictional worlds on the one hand and supporting the
dramatic and emotional content of their scenes on the other. The manipulation
of actual physical materials on set to describe natural phenomena is helpful
in finding this balance, allowing the animator to produce a more holistic
performance as a lived body rather than supplementing the live performance
on set with post-production digital effects. In the particular case of Aardman,
the use of physical materials also allows for a preservation of ‘surface contact’
and a greater sense of a ‘handmade imperative’, both of which are seen as key
aspects of the studio’s defining style.
The pliable quality of clay, and the freedom it gives to morph one shape
into another, is also an important aspect of Aardman’s distinctive style,
even though contemporary production processes have moved towards
greater use of sculpted silicone parts. The special effect is one of the final
components of the animation process where clay is still used to animate
more fluid phenomena, thereby preserving the potential of metamorphosis
as part of Aardman’s aesthetic. The potential for metamorphosis, and its
resistance to final allotted form, in part embodies the inherent plasmatic
nature of animation, but also can be seen to produce a flow of forms and
208 Aardman Animations
Notes
1 Donald Crafton, The Shadow of a Mouse (Berkeley: University of California
Press, 2013), p. 40.
2 This notion of effects elements as an avatar for an animator’s performance is
not necessarily limited to stop-motion animation, however, but might also
be considered as an aspect of effects animation in other types of animation
processes, including hand-drawn and computer-generated films.
3 The term ‘special effects’ will be used to denote physical effects animated in
front of a camera as part of a production phase of a filmmaking process as
distinct from ‘visual effects’, which are computer-generated elements added
in a post-production phase.
4 Paul Wells, Understanding Animation (London: Routledge, 1998), pp. 35–43.
5 For a further discussion of the relationship between physical and visual
effects in Aardman’s feature films, see Wood’s chapter in this volume.
6 In his book The Cinema Effect (Cambridge, MA: MIT Press, 2004), Sean
Cubitt uses the term neo-baroque to describe a particular development in
Hollywood cinema emerging in the 1980s and 1990s where earlier forms
of cinema predicated on linear narrative, planar composition and realist
representation were abandoned in favour of the dynamics of movement
and a heightened sense of spectacle. Cubitt argues that this type of cinema
engaged a mode of representation similar to that of sixteenth-century
imitatio, where there is a heightened appreciation of technique rather than
the accuracy of representation in realist terms.
7 Cubitt, The Cinema Effect, p. 244.
8 Richard Beek, interviewed with author, 22 June 2015.
9 Kevin Martin, ‘Poultry in Motion’, Cinefex 82 (July 2000), pp. 118–31.
10 Brian Sibley, Chicken Run: Hatching the Movie (Oxford: Boxtree, 2000),
pp. 112–16.
11 Ibid., p. 30.
12 Rachael Bosley, ‘A Model Thriller’, American Cinematographer 86, no. 10
(October 2005), pp. 36–7.
13 Ibid., p. 36.
14 Ibid., p. 37.
Aardman’s Neo-Baroque 209
The first glimpse we get of our now-famous heroes – Wallace and Gromit – is
a close-up of Gromit’s hand as he picks up a book, Where to Go. Small cracks
are visible between the four fingers, making it readily apparent from the start
that we are watching clay figures. It is common in narrative animation to
disavow the hand of the animator, to create a world that feels self-contained
and absorbing. Consider, for example, the smoothly sculpted, all-clay
worlds of Will Vinton, which seek to minimize elements that take audiences
out of the narrative,1 and favour tools over hand-sculpting ‘to maintain a
meticulously clean, smooth texture’ on the puppets.2 Conventional wisdom
dictates that the materials should not take us out of the story.
However, when watching an Aardman film like A Grand Day Out (Nick
Park, 1989), our eyes are drawn to the surface texture of Wallace and Gromit.
Their clay skins bear the marks of their production process: fingerprints,
dents, smooshes, folds and occasional cracks. The effect is similar to
something like the Fleischer Studio’s Out of the Inkwell series (1918–29).
Even though we do not literally see the animator, as we do with the Fleischer
films, the fingerprints on Wallace and Gromit’s skin remind us constantly of
Nick Park’s creative touch. The animator’s presence is literally imprinted on
Wallace’s face.
In this chapter, I examine the cluster of meanings created by the
physicality of clay in the Wallace and Gromit films, arguing that the marks
on clay serve as metonymy for authenticity for Aardman Animations. The
qualities of clay animation impact performance meanings, and discourses
about the clay characters’ surface texture work performatively to construct
Aardman films as authentic, personal, artistic creations. As we will see in
this chapter, Wallace and Gromit’s clay skin produces meanings about their
characters, inviting audiences to engage in haptic heuristics during viewing.
Critics writing about the Wallace and Gromit films make note of clay’s
tactility, with cultural ideas about tactility infusing their understanding of
Aardman Animations’ studio identity.
212 Aardman Animations
that help sell the star persona as something more than a pre-packaged,
commercialized construct.32 The authentication of the star occurs beyond
the film itself, extending to extratextual representations of their ‘real world’
selves.33 Of course, Wallace and Gromit do not have the same kind of ‘real
world’ existence as a human actor, but one can argue that they are stars, and
they do exist in real physical space. If we visited Aardman’s studios, we could
(if allowed) pick up the puppets and perhaps leave our own fingerprints on
their bodies. Such real-world existence contributes to audiences’ perception
of puppet animation’s authenticity, especially in contrast to larger-budget,
Hollywood animations, which for audiences often lack such obvious, real-
world referents.34
Similarly, what we might call auteur animation – films that seems to
originate from an author who orchestrates the film’s content and production
process – possesses that same connection to a ‘real’ self. With such
animation, audiences identify a single person (or small group of people)
who is responsible for envisioning the film. In contrast to films strongly
identified with a large (Hollywood) studio, auteur films feel like personal
expressions, connected to the ‘real’ self of the author. Such a fan conception
of the animator is similar to fan conceptualizations of stars, since both
encourage personal connections to a performer (with the animator as a kind
of actor). Auteur animation might then be contrasted with what Paul Wells
terms ‘orthodox animation’, in which individual artistic style is subsumed in
favour of a consistent studio identity.35 While the divide between orthodox
animation and auteur animation is not necessarily a tidy separation,36
reviewers and audiences often draw upon such a distinction, defining the
positive aspects of auteur animation against the perceived negative aspects
of industrialized, studio animation. Hollywood has commonly – though
not exclusively – been framed as a significant example of the homogenizing
effects of globalization,37 and while this narrative is simplistic,38 it contains
elements of truth and proves powerful for how critics and audiences frame
their experiences of animated film, with ‘local’ productions often discussed
in terms that imply cultural authenticity.
In her essay, ‘Framing National Cinemas’, Susan Hayward makes a case
for retaining ‘national cinema’ as a critical concept, arguing that it does
matter if one industry (i.e. Hollywood) holds hegemony over global media
cultures. She considers national cinemas to be valuable articulations against
hegemony, though national cinemas are never a simple thing, and can
themselves have a homogenizing effect.39 A desire for a national identity
distinct from and more genuine than Hollywood productions contributes to
the appeal of the Wallace and Gromit series. Quigley writes about this in her
article, outlining the localized elements of Aardman films. For example, ‘The
Performing Authenticity in the Wallace and Gromit Films 219
Conclusion
Performativity is an utterance that enacts a reality. It arises in more than
a single performance or a single-speech act, but is rather a matrix of
utterances, both discursive and embodied, that create and modify cultural
realities through their repetition. In the context of animation, Crafton refers
to this matrix as the ‘Tooniverse’, which includes animated films, ‘but also
implicates the responsive performances by the viewers as their reflections,
conversations, affection for the characters, and other reactions develop over
time.’47 This common space is our shared culture, which we all have a hand in
negotiating, creating and modifying through our communicative actions. It
is a performative space where cultural realities come to life.
Through the tactile qualities of clay animation and through the cultural
discourses surrounding the Wallace and Gromit films, Aardman films are
posited as more genuine than US commercial animation. And yet, such
authenticity is both real and a construct. That is, the clay performances
are tactile and labour-intensive and do have that physical connection to
the animator’s touch, but as Christopher Holliday’s chapter in this book
demonstrates, Aardman’s CGI (computer-generated imagery) films also
contain similar visual markers – namely fingerprints – that stand as a
metonymy for authenticity for Aardman Animations. On the one hand,
the perceived uniqueness of the films is based on properties inherent to the
production process, and on the other hand, it’s a discursive construct that
elides complexities in the post-production, financing and marketing of the
films.
Performing Authenticity in the Wallace and Gromit Films 221
Notes
1 Michael Frierson, Clay Animation: American Highlights 1908 to the Present
(New York: Twayne Publishers, 1994), p. 136.
2 Ibid., p. 9.
3 See Cynthia Baron and Sharon Marie Carnicke, Reframing Screen
Performance (Ann Arbor: The University of Michigan Press, 2008), p. 17;
and Rudolf Laban, The Mastery of Movement (London: Macdonald &
Evans, 1960), p. 2.
4 Donald Crafton, Shadow of a Mouse: Performance, Belief, and World-
Making in Animation (Berkeley: University of California Press, 2013), p. 16.
5 Ibid., p. 18.
6 Ibid., p. 18.
7 Ibid., p. 18.
8 See Barry J.C. Purves, Stop Motion: Passion, Process and Performance
(Amsterdam: Focal Press, 2008), p. 104.
9 Frierson, Clay Animation, p. 134.
10 Howard Walker, ‘David’s Big Risk Playing Chicken’, The Journal (Newcastle,
UK), 10 July 2000, p. 11.
11 Crafton Shadow of a Mouse, p. 40.
12 Ibid., p. 38.
13 Michael Bodey, ‘More cheese Gromit?’, The Age, 5 April 1996, p. 19.
14 Andy Lane, The World of Wallace & Gromit (London: Boxtree, 2004), p. 43.
15 Bodey, ‘More cheese Gromit?’, p. 19.
16 Andy Lane and Paul Simpson, The Art of Wallace & Gromit: The Curse of
the Were-Rabbit (London: Titan, 2005), p. 37.
17 Frierson, Clay Animation, p. 2.
18 Brandy McDonnell, ‘Wallace, Gromit’s First Feature Film Full of Fun’, The
Oklahoman, 7 October 2005, 7D.
19 Laura U. Marks, The Skin of the Film: Intercultural Cinema, Embodiment,
and the Senses (Durham and London: Duke University Press, 2000),
pp. 162–4.
20 Ibid., p. 164.
21 Ibid., p. 213.
22 Ibid., p. xvii.
222 Aardman Animations
23 Jennifer Barker, The Tactile Eye: Touch and the Cinematic Experience
(Berkeley: University of California Press, 2009), p. 137.
24 Ibid.
25 Andy Klein, ‘Park: Oscar Shorts King’, Variety, 24–30 June 1996, p. 92.
26 Ibid.
27 Theo Van Leeuwen, ‘What Is Authenticity?’, Discourse Studies 3, 4 (2001),
Special Issue: Authenticity in Media Discourse, p. 394.
28 Ibid.
29 Ibid.
30 Ibid., p. 396.
31 Richard Dyer, ‘A Star Is Born and the Construction of Authenticity’, in
Christine Gledhill (ed.), Stardom: Industry of Desire (London and New
York: Routledge, 1991), p. 133.
32 Ibid.
33 Ibid., pp. 135–6.
34 In fact, promotional materials for some animations highlight real-world
referents as a means of forging audience connections with the film. One
prominent example is the promotion of actor Andy Serkis’s labour in acting
as the referent for the animation of Gollum in Peter Jackson’s Lord of the
Rings trilogy. The connection to that actor assisted in constructing Gollum
as ‘real’ (i.e. more than a cartoon).
35 Paul Wells, Understanding Animation (London and New York:
Routledge, 1998), pp. 36–9.
36 In fact, Aardman Animations possesses some aspects of orthodox
animation. They have a recognizable studio style and have grown
increasingly industrialized since their inception.
37 See Marian Quigley, ‘Glocalisation versus Globalization: The Work of Nick
Park and Peter Lord’, Animation Journal 10 (2002), p. 85.
38 Ibid., p. 86.
39 Susan Hayward, ‘Framing National Cinemas’, in M. Hjort and S. MacKenzie
(eds), Cinema and Nation (London and New York: Routledge, 2000), p. 99.
40 Quigley, ‘Glocalisation versus Globalization’, p. 88.
41 Paul Wells, ‘Gromit Saves the Day’, The Times (London), 9 April 2005, p. 16.
42 Quigley, ‘Glocalisation versus Globalization’, p. 91.
43 Ibid.
44 Wells, ‘Gromit Saves the Day’, p. 16.
45 McDonnell, ‘Wallace, Gromit’s First Feature’, p. 7D.
46 Ong Sor Fern, ‘Chick Flick with Pluck’, The Straits Times (Singapore),
30 September 2000, p. 22.
47 Crafton, Shadow of a Mouse, p. 17.
14
This chapter takes as its focus the two computer-animated films made by
Aardman Animations during the studio’s ultimately short-lived digital phase:
Flushed Away (David Bowers and Sam Fell, 2006) – the first computer-animated
film produced as part of its twelve-year, four-film $250-million agreement
with DreamWorks Animation – and Arthur Christmas (Sarah Smith, 2011),
a co-production with Sony Pictures Animation released following the
premature termination of Aardman’s multi-picture deal with DreamWorks
in January 2007.1 Both Flushed Away and Arthur Christmas function as
curious sites of negotiation, animated intermediaries that present a two-way
exchange between computer-animated film aesthetics and the workflow of
Aardman’s stop-frame processes. While Aardman’s familiar rough edges and
visible indentations might have been threatened by the pristine illusionism
of computer animation, the trace of handmade production and their labour-
intensive stop-motion processes were maintained as integral to the kind
of compromise aesthetic developed by the studio across its two computer-
animated features. This chapter argues that the self-reflexive narratives of
technophilia and technophobia in Flushed Away and Arthur Christmas are
supported by a mode of production and visual style momentarily suspended
between the frames of digital and more ‘imperfect’ stop-motion animated
forms. Through a consideration of animated character design, space and
perspective, this chapter identifies how Flushed Away and Arthur Christmas
complement their digital aesthetic with gestures to the more physical
form of stop-motion animation and traditions of silicone-based plasticine
synonymous with the Aardman studio. The aim of what follows, then, is to
nuance this brief period of computer-animated Aardman, and to interrogate
the varying textual and industrial terms of the studio’s conciliatory position
between plasticine and pixel.
224 Aardman Animations
Handmade Aardman
Since they first ventured into stop-animation with moveable figurines
(popularizing a process known as ‘claymation’) on British television with the
character of Morph in the 1970s, the cultural imaginary of Aardman has been
firmly rooted in the aesthetics and craft of silicone-based plasticine, a legacy
that has continued to underwrite both critical and popular approaches towards
the studio as purveyors of a material form of animation. Despite Aardman
having already moved towards computer graphics during the late 1990s with
short films Owzat (Mark Brierley and David Sproxton, 1997), Al Dente (Mark
Brierley, 1998) and Minotaur and Little Nerkin (Nick Mackie, 1999), as well
as in its range of computer-animated television commercials, the iconicity
of its claymation animation strongly constitutes their public face. Even with
the expansion of mixed media animated production at the Aardman studio –
computer pre-visualizations, or the imbrication of claymation with digital
imagery – there persists the common cultural consensus, particularly in the
UK, that Aardman remains a stop-motion studio recognizable by the terms of
its signature style. It is, as reviewer Tim Robey puts it, the handmade look of
the studio’s stop-motion work that constitutes what ‘we’ve come to know and
love from Aardman’.2
Claymation has therefore become the place where style conflates with
‘spirit’, expressing something of a quintessential ‘Aardman-ness’ denotative
of a set of visual traditions and practical techniques that would ultimately
prove a particular lure for outside (US) distributors. Aardman’s unique
claymation style was certainly viewed by many commentators in America
as a ‘welcome anomaly’ within the DreamWorks production slate when
the two studios’ distribution deal was signed in October 1999.3 Following
the dissolution of the Aardman/DreamWorks partnership, and Aardman’s
subsequent three-year arrangement with Sony Pictures Animation
(announced in April 2007), Sony CEO Michael Lynton expressed a similar
desire to maintain the British studio’s ‘distinctive animated voice’.4 Such
comments anchor potentially abstract concepts of Aardman’s ‘charm’ and
‘beauty’ to the specificity of their signature stop-motion technique. The
precise ontology of stop-motion animation as a handmade, tactile medium
is fully entwined with Aardman’s specific production culture and set of
associated craft practices.
Strongly underlining the essentialist rhetoric of Aardman and
fundamental to the craftsmanship of three-dimensional ‘clumsy’ plasticine
models are the visible results of their own sculptural formation. Discussing
what he terms the ‘handmade-ness of it all’ as the cornerstone of Aardman’s
stop-motion technique, Aardman co-founder Peter Lord explains:
Aardman’s Digital Thumbprint 225
To me, it’s very like a live performance by a live band, whether that be a
classical orchestra or a Cajun band. Slightly inaccurate – like accuracy is
not the most important thing – but full of life, and full of, everywhere,
all the cues that tell you these are real people doing real things. So in the
band, it would be the real sound of a string twanging and the real sound
of wood vibrating. In artists, it’s the sight of fingerprints; it’s the slight
inaccuracies; it’s the knowledge that it’s real, tangible, touched by hand,
that I believe comes across onscreen.5
are less audacious in their usually fleeting presence. Early animation’s sight
of hand was frequently coerced into an autonomous exhibitionist display,
with the animator always made available or ‘on hand’ so that early animated
characters (including Koko the Clown and Felix the Cat) might impetuously
leap onto the intruding artist’s appendage in the pursuit of entertainment.
The hand of the Aardman artist, by comparison, becomes an abstracted
or once-removed presence, metonymically re-presented on-screen as
the unique spectral impression in the clay left by the peaks and troughs
of friction (or epidermal) ridges present on human hands. The concave
shallow trace of humanity left through digit transfer registers a presence/
absence of the artist geared less towards the comical spectacle of ‘impossible’
intermediality, but is instead anchored to its status as a physical imprint.
This is what Annabelle Honess Roe means when she asserts that fingerprints
in clay divulge ‘a physical connection between image and [the] profilmic’.11
Aardman’s animated objects announce through their very animation that
they are under external manipulation and control. But the presence on-
screen of ‘chance’ fingerprints reminds us of that physical proximity that
exists between off-screen animator and on-screen animated, as well as the
activity that occurs in between frames.
Impressed upon the material substance of the plasticine, the visible
fingerprints pushed into Aardman’s moulded clay models traditionally
celebrate, rather than obfuscate, the spectators’ registration of the labour
of stop-motion animation (sculpting, positioning, incremental character
movement), and authenticate the animators’ workmanship by laying bare
the trace of production through the truth of its surface flaws. Aardman’s
subsequent shift to computer-animated film production for Flushed Away
and Arthur Christmas, however, placed their historical associations with
stop-motion as a labour-intensive ‘hands-on medium’ on a collision course
with the ulterior ontology of digital media.12 Far removed from discourses of
human intervention and the control of touch within animation production,
contemporary digital imagery and computer-generated imagery (CGI)
remains wrought with negative associations centred on its ‘flatness and
unrealistic seamless perfection’, inferences that can be squared to the current
industry standard of digital effects guided by the presumed teleology of
convincing cinematic realism.13 For many theorists of animation, a weakness
or fault of the ‘perfect’ digital image is the way in which the pristine sheen
and persuasive aesthetic illusionism readily achievable in computer graphics
erases the general indices of animation production (surface fingerprints,
pencil marks, brush strokes). As Manohla Dargis explains in relation to
Aardman’s stop-motion practices, ‘fingerprints whorls are reminders that
these movies were made by people who molded clay with their hands instead
Aardman’s Digital Thumbprint 227
is a very complicated thing to do. We spent some time messing with the
symmetry of the characters – as they become less perfect, I think people
relate to them more’.18 The conciliatory ‘imperfect’ identity of Aardman’s
computer-animated feature films can be understood through a series of
significant creative compromises and approaches, which both acknowledged
the landscape of digital animation whilst respecting the material physicality
of Aardman’s own stop-motion tradition. In an era of computer-assisted
effortlessness and precision, Aardman’s ‘imperfection’ of the image through
faked fingerprints functions becomes one element of the wider compromise
aesthetic present in both Flushed Away and Arthur Christmas that works to
counter the digital’s ‘perfect’ illusionist credentials through a conciliation
with stop-motion practices.
The narratives of both Flushed Away and Arthur Christmas certainly
share an apparent investment in the joy of objects created ‘by hand’. Flushed
Away tells the story of Roddy St. James, a privileged society mouse who is
accidentally ‘flushed’ from his affluent lifestyle in Kensington down into the
subterranean sewers of London, where he discovers an underground micro
city composed entirely of reclaimed junk. The technologies of this buried city
identify its culture as one predicated on a discourse of sustainability. Salvaged
washing machines, chipped porcelain mugs, phone boxes, discarded food,
a jukebox and a portable toilet cubicle are all sculpted together by the
inhabitants into handmade versions of famed London landmarks. The
division that Flushed Away erects between the luxurious interior space
of Roddy’s gilded cage (he is kept as a domestic pet by his owners above
ground) and the reclaimed cityscape below narrativizes a tension between
the plush architectural splendour of Roddy’s Kensington home and the
‘handmade’ reassembly of cultural detritus by resourceful amateurs. Arthur
Christmas, however, more obviously trades on the reconciliation of old and
new in its explicit opposition between technological modernity and ‘by-
hand’ traditions. The film reveals Christmas to be a highly technological
operation conducted from a mission control base beneath the North Pole. At
the centre of its apparent technophilia sits the S-1, a sleek spaceship/sleigh
hybrid piloted at 1860 times the speed of sound by militaristic officer and
heir apparent Steve Claus. The S-1 combines the shape of traditional sleigh
replete with an interior of control rooms and computer stations, all in service
of ‘Operation Santa Claus’ that is meticulously executed via satellite tracking,
navigation and data analysis.
Yet Arthur Christmas posits a phobia of yuletide technology at the same
time as it embraces the spectacular possibilities of digital machinery. Not
only does the S-1 fail by leaving one present undelivered (‘a child has been
missed!’), but the film celebrates the handwritten personalized responses
Aardman’s Digital Thumbprint 229
written by the eponymous Arthur (Santa’s youngest son) to each child’s letter
to Father Christmas. Indeed, the introduction of Arthur crouched over his
desk as he formulates his messages (Figure 14.1) uses the character’s intimate
artistry to challenge the mediation of Christmas through the multiplicity of
computer screens adorning S-1’s luminescent control room. This perilous
fallibility to the automated, impersonal delivery of presents is therefore set
against Arthur’s tailored, bespoke treatment of children as names rather than
numbers, which is marked through his custom-made handwritten letters
rather than the anonymity of mechanical, computerized distribution. The
vision of Arthur sitting alone within his darkened workspace additionally
evokes many promotional images of Aardman animators, in which their
attention, care, skill and precision is made central to the Aardman company
brand.
Echoing Roddy’s precariousness in Flushed Away between the modern
technology (flat-screen television, sound system, microwave) of his
Kensington townhouse and the functional junk art of the alternative
rodent metropolis, the eponymous Arthur is likewise caught between
two worlds: the hi-tech modernity of his parents and older sibling, and
his personal space in which labour is conducted by hand. Flushed Away
and Arthur Christmas – as computer-animated films about differing
forms of technology – can, however, be understood as mobilizing cultural
conceptions of Aardman old and new, plasticine and pixel, as not necessarily
230 Aardman Animations
A happy medium?
A central component of Aardman’s compromise aesthetic – evident in
both Flushed Away and Arthur Christmas and indebted to degrees of
imperfection in the digital image – involved situating the possibilities
of animated performance within the expressive freedoms afforded
within stop-motion to re-conjure in CG the particular visual traditions
of Aardman’s handmade heritage. As Juen’s comments on the ‘enduring
imperfection’ of Aardman make clear, the ‘imperfect’ design of the
characters in Arthur Christmas involved a conscious asymmetry within
their expressive physiognomies, with ill-proportioned limbs and flawed
features introduced to unbalance the CG perfection of their bodies. For
Linda Sunshine, there was likewise ‘nothing perfect’ about the film’s
ensemble cast, with particular textural details and stylistic variations ‘quite
unusual for a CG film’ that intentionally crafted a rustic aesthetic of the
handmade.19 Visually replicating the handmade materiality of Aardman’s
silicone-based plasticine puppets in digital imagery, Flushed Away similarly
combined complex facial rigging systems and all-digital wireframe models
Aardman’s Digital Thumbprint 231
steep incline. Walk back to where Mrs. Tweedy is parading up and down
in front of the rows of terrified chickens and the scene recreates itself
before your very eyes.23
Such optical effects falsely declare the dimensions of space through the
violation of human depth perception that allows centimetres to stand in for
miles. In this trick of spatial (mis)representation, objects diminish in size
away from the camera, while perpendicular lines are replaced with angular
geometry to exaggerate the spectators’ ‘true’ comprehension of otherwise
‘false’ spatial relations.
All animation that is driven by the orthodoxies of realism fundamentally
incorporates the ‘cheat’ of ‘forcing’ perspective into the design of individual
shots. Horizon lines, linear perspectives and vanishing points can all be
used to construct a believable relativity of sizes and positions, as well as
presenting the illusion of a three-dimensional environment receding far into
the distance. Stop-motion in particular coerces flatness into apparent depth.
Dimensional cues are often used to counter logistical factors, budgetary
constraints and the practicality of available filmmaking space given that
vistas and panoramas are achieved within what is often an extremely limited
space of table top production. Indeed, as Flushed Away co-director David
Bowers put it when discussing the vast scope of Aardman’s first computer-
animated film ‘[t]here just wouldn’t have been room in the studio to do it.
And there wouldn’t have been enough plasticine or clay in the world to do
it.’24 Sproxton similarly notes that with Arthur Christmas, ‘[t]here was no way
we were going to build a million elves as individual puppets! We knew that
the only way to do it was CG.’25
The challenge posed by scale and space – notably Flushed Away’s
narrative predicated on Roddy’s spontaneous movement between spaces
as he is ‘flushed’ from street to sewer – necessitated a turn to computer
animation as a way of sidestepping physical constraints and creating
the illusion of spatial expanse. This perspectival intrigue is played out
during a comical sequence early in the film, one that reprises the Looney
Tunes gag in which Wile E. Coyote paints a convincing tunnel onto a
sheer rock face (only for the Road Runner to impossibly enter into this
graphic subspace). When Roddy is flushed from the riches of Kensington
to the depths of London, the camera discloses a cityscape panorama from
a seemingly great height. It is only when the three-dimensional digital
Roddy lands onto a flat cartographical image that the camera pulls back
to reveal the latter as nothing more than a detailed pavement painting
(Figure 14.2) aimed at ‘cheating’ the audience’s comprehension of
animated perspective.
Aardman’s Digital Thumbprint 233
Figure 14.2 Roddy’s fall into the underground ‘London’ in Flushed Away
(dir. David Bowers and Sam Fell. Aardman Animations/DreamWorks
Animation, 2006) manipulates animated perspective.
Indeed, such shots coexist with more formally vigorous moments that
are entirely accomplished through the possibilities of digital camerawork
moving through virtual space.
In an early action sequence from Arthur Christmas, Santa’s elf battalion
parachutes down from the S-1 to traverse the snowy rooftops in a co-
ordinated delivery of gifts undertaken with military precision. With its
visual iconography borrowed from the contemporary spy thriller genre
(notably the Mission Impossible film series [1996–]), this frenetic delivery of
presents across horizontal and vertical planes is accompanied by a swooping
camera that is always in service of the elves’ erratic, frenzied actions. The
boat chase in Flushed Away through the cavernous underwater sewer rapids
between Roddy, Rita, Spike and Whitey likewise employs roving, untethered
camerawork to capture Roddy’s spiralling ascent and descent as he is pulled
on a harness through (and above) this subterranean version of London. This
particular sequence inverted the normal Aardman production pipeline,
with a virtual set constructed around the characters that could be amended
and altered as the chase progressed. Yet the desire for visual continuity
with Aardman’s previous stop-motion features is indicated by the use of
simulated 35 mm and 24 mm prime lenses for its virtual cinematography.32
This enabled not only the ‘material immediacy’ and ‘knowable quality’ of the
stop-motion set to be re-conjured by cameras that often behaved with gravity
as if moving through tangible space, but permitted the focus to be literally
pulled onto CG and stop-motion cinematography in their alignment.33
Individual shots in Flushed Away ‘very difficult to do in the stop frame studio’
were allied with qualities more germane to ‘the Aardman feel’ from weighted
cameras, deep space shooting to certain lenses that fully captured its textured
‘CG sets’.34 So just as Rita’s home in Flushed Away lurches horizontally on its
unstable foundations, Aardman’s computer-animated features demonstrate
the precariousness of their own stylistic balancing acts no less held in delicate
compromise.
The ‘pushing’ of credible representation ‘beyond the parameters of the
real’ that Telotte argues has come to define recent digital animation bears
out the increasingly important role of stylization against the false logic of
technological determinism towards ever-increasing photorealism. Yet
Aardman’s computer-animated feature films have stretched this relationship
between aesthetic discourses of realism and illustration even further. Both
Flushed Away and Arthur Christmas employ an aesthetic style and formal
design that counter the digital’s illusionist credentials by respecting and
reflecting the material physicality of the studio’s own stop-motion traditions
and enduring handmade heritage. Aardman’s computer-animated films
ultimately present a uniquely combinatory, conciliatory space that integrate
236 Aardman Animations
Remoulding a reputation
The received narrative concerning cinema’s relationship to technology is
often one that unfolds along a teleology of acceptance and rejection, loss or
gain, economy and aesthetics to articulate the manifold styles and practices
brought into relief as a consequence of breaching new technological frontiers.
The stable consolidation of film’s digital history and the acceleration of
CGI as mainstream animation’s default language may have relegated
stop-motion to a more marginal position, but this marks but one axis of
debate among the many afforded by Aardman’s brief digital makeover. As
the only two completely computer-animated features made to date by the
studio, Flushed Away and Arthur Christmas function as lingering reminders
(and remainders) of a fleeting period of the studio’s history, culminating
the progressive absorption of digital technology into their stop-motion
features in ways that hybridized elements of their production, design and
composition. These consecutive films plotted a possible future for computer-
animated filmmaking not governed by mimetic disguise and seamlessness,
but by a compromise visual style that exploited computer graphics yet looked
back to the workmanship and imperfect achievements of the handmade.
While this expressive future for mainstream Hollywood animation has
yet to be fully realized, the popular criticisms of a ‘chronic identity crisis’
levelled at Aardman’s computer-animated films anticipate the numerous
bargains continually being struck between animated traditions within the
contemporary digital animation landscape.35
Paying their respects to Aardman’s claymation ancestry, both Flushed
Away and Arthur Christmas demonstrate their courage to be imperfect,
seeking to promote the retention of the studio’s highly marketable house
style whilst cloaking it in the expectations of an increasingly expanding
computer-animated film context. An early shot from Flushed Away seems
particularly playful in this respect. Hastily pulling garish outfits out of his
wardrobe to try on at the start of the day, Roddy removes Wallace’s iconic
Aardman’s Digital Thumbprint 237
Figure 14.3 Roddy’s wardrobe brings together Aardman past and present in
Flushed Away (dir. David Bowers and Sam Fell. Aardman Animations/Dream-
Works Animation, 2006).
green tank top, white shirt and red tie and positions it up against his body
(Figure 14.3). Taken alongside the film’s many intertextual references to the
Aardman oeuvre (e.g., a stuffed Gromit toy and bunnies from Curse of the
Were-Rabbit sit outside Roddy’s cage), this image of the rodent dressed in
familiar clothes briefly superimposes Aardman’s claymation past onto its
computer-animated present in a self-reflexive gesture that dresses up new
Aardman in old clothes. Embodying the studio’s rich formal precariousness
between competing animated styles, Roddy’s attire momentarily points to
Flushed Away and Arthur Christmas as curious meeting places for a divergent
set of values that are always vying for visibility and ascendency.
Following the release of Arthur Christmas, Aardman’s return in 2012 to
stop-motion processes for the second film in their Sony distribution deal The
Pirates! In an Adventure with Scientists! (Peter Lord and Jeff Newitt, 2012) was,
on the one hand, unsurprising given the post-millennial resurgence of the
form from an earlier period of digitally induced dormancy. Corpse Bride (Tim
Burton and MIke Johnson, 2005), Coraline (Henry Selick, 2009), Mary and Max
(Adam Elliot, 2009), Fantastic Mr. Fox (Wes Anderson, 2009), ParaNorman
(Sam Fell and Chris Butler, 2012), Frankenweenie (Tim Burton, 2012), The
Boxtrolls (Graham Annable and Anthony Stacchi, 2014), Hell and Back (Tom
Gianas and Ross Shuman, 2015), Anomalisa (Charlie Kaufman, 2015), Kubo
and the Two Strings (Travis Knight, 2016), My Life as a Courgette (Claude
Barras, 2016) and Isle of Dogs (Wes Anderson, 2018) all showcase the pleasures
238 Aardman Animations
Notes
1 Matthew Garrahan, ‘DreamWorks Ends Tie-Up with Aardman’, Financial
Times, 31 January 2007. Available at: http://www.ft.com/cms/s/0/
dd114c62-b0cf-11db-8a62-0000779e2340.html#axzz3pUpyDhxM
(accessed 30 December 2015).
2 Tim Robey, ‘Flushed Away’, Daily Telegraph, 1 December 2006, p. 33.
3 Ben Fritz, ‘DreamWorks: Toons in Transition’, Variety, 25 September 2005.
Available at: http://variety.com/2005/digital/news/dreamworks-toons-in-
transistion-1117929595/ (accessed 30 December 2015).
Aardman’s Digital Thumbprint 239
4 Michael Lynton, quoted in Adam Dawtrey, ‘Aardman Signs with Sony’, Variety,
2 April 2007. Available at: http://variety.com/2007/digital/markets-festivals/
aardman-signs-with-sony-1117962348/ (accessed 30 December 2015).
5 Peter Lord quoted in Tasha Robinson, ‘Aardman Animations Co-Founder
Peter Lord Reveals the Best Gag in His New Film The Pirates! Band Of
Misfits’, A.V. Club, 25 April 2012. Available at: http://www.avclub.com/
article/aardman-animations-co-founder-peter-lord-reveals-t-72973
(accessed 30 December 2015).
6 David Sproxton, quoted in ‘Flushed Away: Production Notes’ (2006).
Available at: http://madeinatlantis.com/movies_central/2006/flushed_away.
htm (accessed 30 December 2015).
7 Harold Cummins, ‘Ancient Finger Prints in Clay’, Journal of Criminal Law
and Criminology 32, no. 4 (1941–1942), pp. 473–5.
8 Ibid., p. 474.
9 Ibid., p. 479.
10 Donald Crafton, ‘Animation Iconography: The ‘Hand of the Artist’,
Quarterly Review of Film Studies 4, no. 4 (Fall 1979), p. 414.
11 Annabelle Honess Roe, Animated Documentary (London: Palgrave Macmillan,
2013), p. 38.
12 Andrea Comiskey, ‘(Stop)Motion Control: Special Effects in Contemporary
Puppet Animation’, in D. North, B. Rehak and M.S. Duffy (eds), Special
Effects: New Histories. Theories, Contexts (London: Palgrave, 2015), p. 52.
13 Lisa Purse, Digital Imagery in Popular Cinema (Edinburgh: Edinburgh
University Press, 2013), p. 47.
14 Manohla Dargis, ‘Swashbucklers Roiling Madcap Seas’, Variety, 26 April
2012. Available at: http://www.nytimes.com/2012/04/27/movies/the-
pirates-band-of-misfits.html?_r=0 (accessed 30 December 2015).
15 Rachel Moseley, Hand-Made Television: Stop-Frame Animation for Children
in Britain, 1961–1974 (London: Palgrave Macmillan, 2016), p. 103.
16 For a discussion of a ‘counter-aesthetic’, see David E.W. Fenner, ‘In
Celebration of Imperfection’, The Journal of Aesthetic Education 38, no. 2
(Summer 2004), p. 68. See also Julio García Espinosa, ‘For an Imperfect
Cinema’, Jump Cut 20 (1979), pp. 24–6.
17 Greg Hainge notes that that the glitch is a ‘reminder of the imperfect, noisy,
lossy nature of the machine […] [that] counters our contemporary digital
culture’s positivistic faith in technology as providing order’. Greg Hainge,
Noise Matters: Towards an Ontology of Noise (New York and London:
Bloomsbury, 2013), p. 129.
18 Chris Juen quoted in Anon., ‘Santa Goes High Tech in “Arthur Christmas”’,
Computer Graphics World, 12 January 2012. Available at: http://www.cgw.
com/Press-Center/In-Focus/2012/Santa-Goes-High-Tech-In-Arthur-
Christmas.aspx (accessed 30 December 2015).
240 Aardman Animations
19 Linda Sunshine (ed.), The Art and Making of Arthur Christmas: An Inside
Look at Behind-the-Scenes Artwork with Filmmaker Commentary (London:
HarperCollins, 2011), p. 25.
20 Martin Costello, quoted in ‘Flushed Away: Production Notes’.
21 Martin Costello, ‘Stop Motion Puppets in CG’, SIGGRAPH (2006).
Available at: http://staffwww.itn.liu.se/~andyn/courses/tncg08/sketches06/
sketches/0660-costello.pdf (accessed 30 December 2015).
22 Ibid.
23 Brian Sibley, Chicken Run: Hatching the Movie (London: Boxtree, 2000),
pp. 135–6.
24 David Bowers, quoted in ‘Flushed Away: Production Notes’, p. 3.
25 David Sproxton, quoted in Anon., ‘Santa Goes High Tech in “Arthur
Christmas”’.
26 Frank Passingham quoted in Anon., ‘Flushed Away’, British
Cinematographer 19 (January 2007), p. 15.
27 J.P. Telotte, The Mouse Machine: Disney and Technology (Chicago:
University of Illinois Press, 2008), p. 166.
28 Sibley, Chicken Run, p. 139.
29 Barry Purves, Stop-Motion Animation: Frame by Frame Film-Making with
Puppets and Models (London: Bloomsbury, 2014), p. 138.
30 Brad Blackbourn, ‘“Flushed Away”: A Virtual Cinematography Dream
Team’, Animation World Magazine, 3 November 2006. Available at: http://
www.awn.com/vfxworld/flushed-away-virtual-cinematography-dream-
team (accessed 30 December 2015).
31 Sam Fell and David Bowers, quoted in Flushed Away DVD [Audio
Commentary].
32 Blackbourn, ‘“Flushed Away”: A Virtual Cinematography Dream Team’.
33 Chris Pallant, ‘The Stop-Motion Landscape’, in Chris Pallant (ed.),
Animated Landscapes: History, Form and Function (New York:
Bloomsbury, 2015), p. 34.
34 Frank Passingham, quoted in Blackbourn, ‘“Flushed Away”: A Virtual
Cinematography Dream Team’.
35 Catherine Shoard, ‘Flushed Away’, Sunday Telegraph, 3 December 2006,
p. 21.
36 Matt Kamen, ‘How Boxtrolls Studio Revolutionised Stop motion
Animation’, WIRED, 8 September 2014. Available at: http://www.wired.
co.uk/news/archive/2014-09/08/boxtrolls-travis-knight-interview
(accessed 30 December 2015).
37 Laurence Phelan, ‘The Pirates! In an Adventure with Scientists, Peter
Lord (U) Wrath of the Titans, Jonathan Liebesman, (12A)’, The
Independent, 1 April 2012. Available at: http://www.independent.co.uk/arts-
entertainment/films/reviews/the-pirates-in-an-adventure-with-scientists-
peter-lord-u-wrath-of-the-titans-jonathan-liebesman-12a-7605929.html
(accessed 30 December 2015).
15
On its release in 2012, The Pirates! In an Adventure with Scientists! was
widely promoted as an Aardman stop-motion (or stop-frame) animated
feature film with the significant addition of visual effects (VFX). The Pirates!
was not the first time the Aardman Studio used CG work in an animated
feature. During its collaboration with DreamWorks, Aardman had produced
Flushed Away (2006), and with Sony Pictures Animation Arthur Christmas
(2011).1 The Pirates! was significant as a return to stop-motion, a return that
was modulated by the combination of the tactility of handmade animation
with the intangibility of digital work. The combination of handmade and
digitalmade is where my interest lies, and in particular how The Pirates!
negotiates a way through the dual prism of tradition and innovation. The
negotiation is fascinating for what it reveals about two facets of The Pirates!:
the ways in which Aardman’s stop-motion claymation tradition is invoked
to disguise digital interventions, and how VFX create and activate a hybrid
digital–physical space.
Inherent to this negotiation is the extensive hybridity of The Pirates’
imagery. I approach this imagery via analyses of both the animation and
the publicity materials. Like most feature films, The Pirates’ release was
accompanied by a range of publicity materials, newspaper and magazine
reviews. These are full of detail about the puppets and sets, costumes design
decisions, actors and their voice work, as well as the stop-motion techniques.
Even as these emphases draw attention to the handcraftedness of stop-motion
and performance, explanations of digital techniques ensure the hybridity of
the images also remains foregrounded. Publicity materials, then, explain the
materiality of animation processes; as such they are discursive disclosures
that negotiate the interplay of Aardman’s tradition and digital innovation.
To make sense of this negotiation, I use an entangled perspective. An idea
initially found in quantum physics, entanglement describes particles as
understood through their interactions rather than their independent status.
In the context of The Pirates!, a pirate character, when it appears as a moving
figure on screen, can only be described as an interaction between handmade
242 Aardman Animations
One glimpse of The Pirates! Band of Misfits!3 and you can instantly
tell that Aardman has gone way beyond Wallace and Gromit. The
legendary Bristol stop-motion studio has fully embraced the digital age:
the puppets are slicker and rapid prototyped with replaceable mouths,
the sets are more lavish (the pirate ship is breathtaking and Victorian
London is a marvel to behold) and the VFX is more authentic (the CG
water is a revelation).4
In order to retain the hand crafted soul of the work, Jody Johnson
(DNeg’s VFX supervisor) would study each frame and decide which of
these errors to selectively leave and which to remove. It was important to
Aardman that the work was finished to an incredibly high standard but
still retained a hand crafted look.16
the evidential trace of touch. The comments by Jody Johnson quoted above
reveal how entanglement runs out from handmade materiality, through a
series of framing disclosures and turns again to frame The Pirates’ hybrid
materiality. The presence of thumbprints and glue materially and discursively
disguises the hybrid images in an entanglement that validates a connection
to a handmade look.
For the keen eyed, the design of Queen Victoria’s mouth is a good
example of hybridity that slips beyond its disguise. Aardman’s stop-motion
figures, such as Wallace and Gromit, have tended to have wide mouths with
relatively few and largish teeth. In contrast, a puppet such as Victoria has
thinner lips, smaller teeth and a range of more subtle expressions difficult
for animators to accurately and consistently sculpt. To achieve these subtle
expressions the production team turned to rapid prototyping (RP).17 The
technique was developed at Laika Studio, first for Coraline (2009) and used
again for the productions of ParaNorman (2012) and Boxtrolls (2014).18
Whereas Laika used RP to digitally print full-face resin models for the
technique of replacement animation, Aardman printed only the lower
sections of the face (mouths, tongues, jaws). In both cases, the resin model
was not fully formed, but required significant intricate work from model
makers to remove printing artefacts and paint the flesh tones and detail
onto faces or face parts. In addition, for The Pirates!, post-production
techniques were used to seamlessly integrate the plasticine (or silicone)
pieces with the resin mouths and jaws. The hybridity of the imagery of The
Pirates! is both most and least evident in the faces of all of the characters,
not just Victoria’s. Some 80 per cent of frames in The Pirates! included
digital work in post-production, and the facial work contributes to that
number in a significant way as every set of actions in which lip-synch is
involved generated post-production work.
A deeper description of rapid protoyping reveals not only the digital
process involved in animating the puppets faces, but also the interplay
between the handmade and digitalmade technique, which Loyd Price
describes as ‘a real mixture of model making and CG’.19 In this mixture,
digital technology scrambles and mediates our understanding of the
puppets.20 It scrambles our understanding by revealing the hybridity of
the puppet’s expressions, and mediates by extending the range of subtle
expressions available to animators for a puppet such as Victoria. Based on
drawings of the figures, a sculpt (clay sculpture) of the model is made. Once
approved, a second version of the model with articulated parts, including
the head, is constructed. The heads were used as the model on which the
rapid prototyping was based. With hair removed, they were scanned and
the data imported into the 3D software Autodesk Maya, where digital
248 Aardman Animations
modeller Helen Duckworth built a digital version of the head, and also
the numerous mouths necessary for the lip-synch.21 Creating physical
resin versions of these CG mouths meant using RP, which both sped up
production and changed the available repertoire of expressions. Using
these techniques, an array of mouths was generated for each character
in the animation, and across the whole film some 6,818 were created.22
Consequently, for very many shots, the puppet had a join line just under
the eyes. If it was not possible to hide these joins under a beard, glasses or
clothing, removing the lines required a significant amount of compositing
work, which was undertaken using the Foundry’s NUKE software. This
technique generates a digital colour patch which was then added to the
puppet faces in post-production. Along with composites using this patch,
digital modelling and RP combine to scramble our understanding of
the material nature of the puppets and mediate the craft of stop-motion
animators. The array of digital processes does not in the end simply copy
the physical versions of facial expressions, but mediates as it modifies and
extends the range of emotive responses available, something especially
evident in Queen Victoria’s case.
Peter Lord, co-founder of Aardman and the animation’s director,
remarked: ‘Pirates! is faintly nostalgic sometimes,’ … ‘and we’re celebrating
those Aardman things we love to do, but on an even bigger stage.’23 The
production disclosures outlined above go some way in negotiating a way
through nostalgia and moving towards the sense of a bigger stage. For
Queen Victoria, the puppet’s hybrid materiality parlays into a wider range
of expressiveness, and from these arise the nuanced performance of her
varied machinations. In this example, entanglement goes from materiality
to characterization, as handmade and digitalmade intersect to transform
the expressive possibilities of stop-motion puppetry. But this move towards
a bigger stage is always discursively constrained, again through an act of
disguise invoking touch. The now mainly notional boundary between
handmade and digitalmade never fully dissolves away, continuing because
it serves the useful marketing purpose of framing a connection to Aardman
tradition. For instance, commenting on the NUKE patch used to hide the
joins between the resin mouths and the plasticine of the puppet, Loyd
Price says:
One of the unique features of The Pirates! was the scale of the world that
the Director, Pete Lord was looking to depict. A big part of the VFX
challenge here was extending sets with matte paintings and CG models,
and increasing the on-screen population with ‘digital extras’. Big sets and
big crowds can be very expensive and time intensive for stop-motion.
Furthermore effects like explosions, flames, oceans and splashes would
have been either too crazy or simply impossible to attempt in pure stop-
motion.25
Explosions, flames, wide open oceans and wave splashes are visible examples
of CG extensions to the imagery of The Pirates!, as are the crowd scenes on
Blood Island, the Pirate Awards and the Royal Society meeting of scientists.
There are many examples of what might be called conventional set extensions
in The Pirates!. For instance, in addition to the digitally populated crowd
scenes already noted, digital mattes were used to create the background
details of foliage in Blood Island, and also the rooftops of Victorian London.
Extensions such as those to the set of Blood Island create a greater sense of
place via an expansive terrain that contributes to the richness of the imagined
location. Even so, these extensions remain a backdrop, a support to activities
taking place in the foreground of the harbour. The addition of digital roofs to
250 Aardman Animations
They can fly through the air, jump, somersault, stand on one leg and
defy gravity. Of course it requires a lot of clever rigging to achieve all
this. Rigs ranged from exposed metal armatures supporting character
poses to fine lines used to pull on sails or curtains. Shooting stop motion
even gives you the freedom to completely swap rigs out from one frame
to another.26
both cases, there is a view of space beneath the lower figures, as well as the
wider shot of the open interior balcony (see Figures 15.1 & 15.2).
A similar moment occurs in the aftermath of Polly the Dodo’s rescue
from the clutches of Queen Victoria’s chef on the QV1; Victoria tries to again
abduct Polly via the hot air balloon. To thwart the Queen, the Pirate Captain
climbs the balloon’s anchor rope, which Polly is then forced to peck by the
Queen. Retaliating, the dodo attacks Victoria and in the following ruckus
falls over the side of the balloon’s basket, where she is caught by the Pirate
Captain. Polly’s additional weight causes the anchor rope to finally snap, and
they both plummet downwards towards the propeller of the QV1. They are
saved, we discover, by a human ladder of all seven members of the pirate
crew. The camera movement revealing the seven pirates (together holding
onto the eighth figure of the Pirate Captain) is a single movement, but such
a movement would not be possible without a digital intervention and rig
removal. As described by David Vickery:
Aardman! In an Entanglement with CGI! 253
One shot featured eight characters dangling off the side of an airship,
strung out hand to foot in a human ladder with every character
requiring its own pose-able rig to hold it in place. The shot starts at one
of the human ladder and tracks past each character to the top. There
was rigging everywhere and the bright sunlight in the frame threw a
perfect crisp shadow of the rigs right across the hull of the boat so all the
shadows had to be repaired too.28
Conclusion
This chapter has undertaken an exploration of production culture materials
and shown how digital interventions contribute to the creative possibilities
of animators. Production culture materials act in part as publicity for The
Pirates!, the Aardman studio, stop-motion animators, VFX artists and
production companies, as well as individuals such as director Peter Lord.
Since their purpose is to market and attract an audience, I acknowledge they
do not set out to provide complicated explanations about the hybridity of
puppets or space. Even so, as they explain the materiality of stop-motion
and VFX in The Pirate’s production, they give insight into the interplay of
Aardman traditions and the studio’s willingness to innovate with digital
techniques. Through a focus on two particular areas – puppet faces and
configurations of space – I explored two very different dimensions in
the material and discursive entanglements of the imagery. In relation to
254 Aardman Animations
Notes
1 See Chapter 14 in this volume (Holliday) on Aardman’s two fully CGI films.
The studio also has a sustained track record for using digital animation in
its commercials arm.
2 Michel Callon, ‘What does it mean to say that economics is performative?’,
CSI Working Papers Series 005 (2006). Available at: https://halshs.archives-
ouvertes.fr/halshs-00091596/document (accessed 7 December 2017).
3 The Pirates! In an Adventure with Scientists! was released as The Pirates!
Band of Misfits! in the United States.
4 Bill Desowitz, ‘A Pirates’ Life for Aardman’, Animation World Network,
26 April 2012. Available at: https://www.awn.com/animationworld/pirates-
life-aardman (accessed 5 December 2017).
Aardman! In an Entanglement with CGI! 255
5 Foundry, ‘It’s a Pirates! Life for NUKE and MARI’, Foundary [company
website] (2012). Available at: https://www.thefoundry.co.uk/case-studies/
pirates/.
6 Lev Manovich, ‘Image Future’, Animation: An Interdisciplinary Journal 1,
no. 1 (2006), p. 26.
7 Chris Salter, Entangled: Technology and the Transformation of Performance
(Cambridge, MA: MIT Press, 2010), p. xxxv.
8 See, for instance, Michel Callon, ‘Actor-Network Theory – The Market Test’,
The Sociological Review 47, S1 (1999), pp. 181–95; Karen Barad, Meeting
the Universe Halfway: Quantum Physics and the Entanglement of Matter
and Meaning (Durham, NC: Duke University Press, 2006); Chris Salter,
Entangled: Technology and the Transformation of Performance (Cambridge,
MA: MIT Press, 2010); Tim Ingold, ‘Toward an Ecology of Materials’,
Annual Review of Anthropology 41 (2012), pp. 427–42; and Ian Hodder,
Entangled: An Archaeology of Relations between Humans and Things
(Oxford: Wiley Blackwell, 2012).
9 Callon, ‘What does it mean to say that economics is performative?’, p. 12.
10 Karen Barad, ‘Posthumanist Performativity: Toward an Understanding
of How Matter Comes to Matter’, Signs: Journal of Women in Culture and
Society 28, no. 3 (2003) p. 819.
11 Brian Sibley, The Making of The Pirates! In an Adventure with Scientists
(London: Bloomsbury, 2012).
12 Lee Wilton, quoted in Sibley, p. 109.
13 Loyd Price quoted in Sibley, p. 102.
14 Barry J.C. Purves, Stop-Motion Animation: Frame by Frame Film-Making
with Puppets and Models, Second Edition (London: Bloomsbury, 2014),
p. 100.
15 Gunther Kress and Theo van Leeuwen, Reading Images: The Grammar of
Visual Design, Second Edition (Abingdon: Routledge, 2006), pp. 158–9.
16 Ian Failes, ‘Band of Misfits: DNeg’s Pirate Adventures’, Fxguide, 22 April
2012. Available at: http://www.fxguide.com/featured/band-of-misfits-
dnegs-pirate-adventures/ (accessed 6 December 2017).
17 Stephen Holmes, ‘The Pirates! Aardman Animations and Stop-Motion’,
3D Artist, 27 February 2013. Available at: http://www.3dartistonline.
com/news/2013/02/aardman-animations-interview/ (accessed
6 December 2017).
18 For descriptions of the use of rapid-prototyping on Coraline, Paranorman
and Boxtrolls, see Renee Dunlop, ‘Coraline: One Step at a Time for the
Puppet of a Thousand Faces’, CG Society, 12 February 2009. Available at:
http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/
coraline (accessed 6 December 2017); Caitlin Roper, ‘3-D Printing
Goes Hollywood with Stop-Motion Animated Feature ParaNorman’,
WIRED, 23 July 2012. Available at: https://www.wired.com/2012/07/
paranorman-3d-printing/ (accessed 6 December 2017); and C. Edwards,
256 Aardman Animations
authenticity 140, 211–22, 226–7, 238, Cartoon Network (TV channel) 174,
242 176
Autodesk Maya 231, 247 CBBC 171
awards 1–2, 17 n.6, 25–6, 29, 33, 53, CBeebies 175
105, 111, 113, 135 n.3, 169 cel animation 197, 242
CGI (computer-generated imagery) 8,
Babylon (1986) (short) 8, 101 n.1, 64, 75, 77, 113, 119, 131, 197,
105–13, 116, 117 n.8 200, 208 n.2, 208 n.3, 220, 226.
Barker, Jennifer 216 See also computer animation;
bar sheets 188, 192 n.38 computer graphics
BBC 1, 9, 17 n.2, 17 n.3, 17 n.4, 53, 56, Channel 4 (broadcaster) 1–2, 8, 9, 17
91, 106, 107, 137 n.25, 171–3, 175 n.4, 24, 29, 30–1, 90–1, 106–7,
Beano, The (comic) 141–2, 149 109, 111
Beckett, Samuel 54, 60–1 Chaplin, Charlie 49, 63, 181–2, 185,
Beek, Richard (‘Beeky’) 160–2, 168 187–9, 191
n.27, 197, 203 Chicken Run (2000) (film) 1–3, 5, 23,
behind-the-scenes material 3–4, 62–3, 71–4, 83 n.7, 89, 196–9,
10–13, 139–41, 217–18. See 219, 230–4, 246
also DVD extras; making-ofs Chop Socky Chooks (2008–10) (TV
Bergsonian theory of the comedic 148 series) 175
Bergson’s theory of laughter 49 Clarke, Sean 13
Blatter, Janet 163–5, 168 n.36 class, social 45–8, 62, 65, 102 n.21,
Boddy, Ashley 162, 165, 168 n.25 108, 145, 147–8, 234
Box, Steve 7, 8, 105, 111–12 clay 58, 61, 120, 122, 134, 195, 197–9,
brass bands 39–41, 44–50 203, 206–7, 211, 213, 215,
British animation 3–4, 16, 63, 90, 109, 221, 225–7, 232, 245. See also
142, 219 fingerprints; plasticine; silicone
British cinema 6, 19 n.23, 71, 81–2 animation (claymation) 6–9,
New Wave 91, 99, 102 n.16 14, 24, 26, 31, 33–4, 58–9,
Britishness/ British national identity 92–5, 96–8, 100, 211, 212–13,
5–6, 14–15, 34, 39–40, 45, 50, 216–17, 219–20, 224–5, 227,
75, 77, 79, 107, 139–52, 170, 230–1, 236–8, 241
218–19, 234 puppets / models 93, 97, 106, 108,
British social realism 89–103 198–9, 211, 215, 220, 226, 231,
bucolic 6, 75. See also rural 247 (see also models; puppets)
Bullough, Miles 173 Close Shave, A (1995) (film) 17 n.6,
Burton, Tim 57, 130 33, 43–5, 48–9, 80, 108, 111,
144–6, 148, 171, 214–15
Cambridge Animation Festival 90 Cockle, Jackie 173–4
camera movement 143, 160–2, 250, comedy 40, 42, 44, 65, 95, 139, 147–9,
252–3 176–7, 183, 185–7, 189–91. See
virtual 233–5 also humour
caricature 97, 130–1, 139, 199, 200, physical 174, 181, 185–6, 191
202, 233 silent 15, 42, 60–1, 171, 173, 181–92
Carroll, Lewis 121, 141 situational 42, 60, 65, 93, 171, 198
Index 269
embodied animation 182, 186–7, 202 haptic viewing 196, 201, 204–5, 208,
embodied character 187, 191 211, 216
Harryhausen, Ray 141, 149
fantastical 95–6, 121, 123, 131, 138 Hartbeat (1984–93) (TV series) 17 n.2
n.27, 139–51, 198–9, 201, 204 Hart, Tony 1, 17 n.2
fantasy 15, 64, 106, 134, 139–51 Haynes, Richard 15, 204
Farmer’s Llamas (2015) (TV special) Heat Electric adverts 6, 8, 29–30.
173 See also Creature Comforts,
Feathers McGraw 44, 111, 146, 215 commercials
Felix the Cat 182, 185, 226 Higson, Andrew 99–100
figurative animation 191 Hollywood 11–12, 14, 39, 53, 71–82,
figurative character 15, 182, 184–7, 91, 99, 181, 208 n.6
191, 202 Aardman as ‘anti-Hollywood’ 10,
fingerprints 10, 16, 106, 122, 211–21, 72, 75, 77, 217–19
225–8, 245–9 creative approach 5, 11, 59–60,
Fleischer Studio 211, 242 62–3, 66, 219
Flushed Away (2006) (film) 8, 11–12, music 14, 41–2, 50
16, 73–5, 223, 226–38, 241 horror 111, 114, 141, 147–9
forced perspective 231–3 Humdrum (1999) (film) 17 n.6
humour 5, 34, 40, 49, 53–4, 65, 68, 75,
gags 48, 55, 63, 157–60, 165, 183, 77, 147, 172–3, 176–8, 182, 185–
186–90, 232. See also: comedy; 7, 191. See also: comedy; gags
humour Husserl, Edmund 196, 203, 206
gender, representation of 65, 113–14, hybrid, digital and analogue
125–7 animation 131, 196, 230, 236,
gesture 58, 96, 182, 184, 212, 214, 234 241–54
Going Equipped (1989) (film). See Lip
Synch Ident (1989) (film). See Lip Synch
Grand Day Out, A (1989) (film) 1, 17 industrial revolution /
n.6, 40, 43–5, 48, 143, 147, 199, industrialization 41, 44, 46–50,
211, 213–15 99, 145–7
Grand Night In: The Story of Aardman, inventions 41, 48–9. See also
A (2015) 23 contraptions; Wallace and
Gulliver’s Travels (1726) (novel) 124, 141 Gromit, Wallace as inventor
Gulp (2011) (film) 12 Isaacs, Jeremy 90
hand-drawn animation. See drawn Jackson, Mick 121–6, 128–9, 131, 138
animation n.27
handmade 7, 10, 14, 16, 24, 31, 64, Jones, Chuck 42, 182, 187
198–200, 207, 211, 213, 215,
220–1, 223–4, 227–8, 230, Katzenberg, Jeffrey 72, 75, 83 n.7
235–6, 241–9, 253–4 Keaton, Buster 15, 60, 171, 181–91
‘Handsomest Drowned Man in the Kitson, Clare 30, 90, 106–7, 109
World, The’ (1999) (short Kung Fu Panda series (2008–16) (film
story) 127–8, 130 series) 76
Index 271
Palmy Days (1983) (film). See profilmic space 196, 200–1, 226–7
Conversation Pieces (1983) puppets 6–8, 57–8, 64, 92–3, 160–2,
(film series) 167 n.23, 185–7, 195–9, 203,
Park, Nick 1, 6–8, 29, 32–3, 39–41, 43, 206, 211–12, 215, 218, 220, 227,
45, 49, 52 n.31, 53–5, 57, 59, 230–2, 234, 241–54. See also:
63–4, 66, 68 n.4, 72–4, 80–1, clay; models
83 n.7, 89, 95, 108, 111, 139, Purple and Brown (2005–8) (TV
141–2, 149, 159, 188, 198–9, series) 175
211, 213–16, 219 Purves, Barry 7, 53, 158, 201–2, 234
parody 48, 56, 65, 111, 148
Pathé (studio) 72, 78 Quay, The Brothers 112, 116
Pearce Sisters, The (2007) (film) 8, 16, Quigley, Marion 40, 47, 50, 218–19
105, 113–16, 119–35
performance 55, 61, 63, 185, 191, rapid prototyping 238, 242, 247–8,
212–13. See also acting 255 n.18
out animation; embodied realism 50, 91–2, 94, 97, 99–101, 130,
animation; figurative animation 141, 144, 199, 226, 232, 235. See
animation as 15–16, 65, 101, also British social realism
181–91, 195–208, 211–21, 225, ‘Aardman realism’ 243, 246, 253
230–1, 241, 245–6, 248 documentary 99–100
vocal 42 poetic 15, 99–101
Phelan, Richard 160–1 psychological 202–3
phenomenology 16, 58, 196, 203–4, regional (British) identity 5,
206 39. See also Britishness/
photographic images 42, 122, 129, British national identity;
133, 138 n.28, 243 northernness
Pirates! In an Adventure with replacement animation 12, 247
Scientists, The 5–6, 10–11, 16, Rex the Runt (character) 19 n.31, 23
17 n.6, 17 n.7, 56, 64–5, 76–7, Rex the Runt (1998–2001) (TV series)
80, 84 n.24, 196, 204–5, 237–8, 8, 179 n.17
241–54 rural 43, 46–8, 58, 75. See also bucolic
bathtub sequence 11, 204–5, 250–3
Pixar (studio) 3, 34, 53, 57, 63 Sales Pitch (1983) (film). See
pixilation 12, 32, 120 Conversation Pieces (1983)
Planet Sketch (2005–8) (TV series) (film series)
175 satire 48–9, 141–2, 147–8
plasmatic (nature of animation) 199, Shaun the Sheep (character) 4, 6, 23,
206–7 33, 89, 108, 145, 171–4, 181–91
plasticine 7, 31–2, 40, 57, 89–90, Shaun the Sheep Movie (2015) 5, 17
119–20, 122, 134, 171, 175, n.6, 78, 80–2, 89, 181, 204, 238
192 n.36, 198, 223–4, 226–7, Shaun the Sheep (2006–16) (TV
229–32, 238, 244–9. See also: series) 5–6, 15, 79, 161–2,
clay; silicone 169–71, 173–6, 178, 181–91
post-production 42, 162–3, 196–7, Shaun the Sheep–VR Movie Barn 9
199–201, 207, 208 n.3, 220, Shrek (2001–10) (film series) 64, 73,
243–4, 247–8, 250 76
Index 273
silent film 42, 51 n.13, 111, 134, 171, technology, representation of 146–7,
181–2, 191. See also comedy, 150, 219, 228–30, 233
silent technophilia 223, 228
silicone 7, 10, 198–9, 207, 223–4, technophobia 223
230, 238, 244, 246–7. See also: Telotte, J.P. 139, 233, 235
plasticine; clay Ten Sorry Tales (2005) (short stories)
‘Sledgehammer’ (1986) (music video) 121–4, 129–30, 134
8, 24–5, 30–2, 135 n.5 Thatcher era 89–90, 109–10, 145
SMart (1994–2009) (TV series) 17 Thomas, Frank and Ollie Johnston
n.2 157–8
Smith, Sarah 76 Timmy Time (2009–12) (TV series)
Sony (studio) 8, 10–11, 63, 71, 76–80, 15, 169–78
223–4, 237, 241 Tolkien, J.R.R. 140, 142, 146, 151
sound effects 42–4, 181 n.10
special effects 16, 195–208, 227, 230, Tortoise and the Hare, The (unmade
232–3 film) 73–4
Sproxton, David 1–3, 7–8, 10, 13, 18 Twit or Miss (2015) (app) 9
n.10, 31, 33, 49, 53, 56, 58–9, 2D animation 7, 113, 119, 131,
64, 74, 76–8, 80, 89–90, 101, 138 n.27, 160, 167 n.23, 168
106, 120–1, 130, 213, 225, 232 n.36
Stage Fright (1997) (film) 7, 15, 105, Two Sisters (1990) (short) 136 n.12
111–13, 116
Stahl, Matt 157–8, 164 uncanny 105–6, 108–11, 113, 115–16,
Starzak (Goleszowski), Richard 122, 133, 146
(‘Golly’) 7–8, 53, 171–3, 179 Under the Oak Tree commercial
n.2, 181 (2011) 12
Sterne, Laurence 54–6
stop-motion. See also clay, animation verisimilitude 131, 208. See also
(claymation) realism
as labour intensive 10, 12–13, 71, Vision On (1964–76) (TV series) 1,
155–6, 162, 165, 166 n.6, 213, 53, 58, 135 n.5
220, 223, 225–7, 231, 249, 256 visual effects (digital) (VFX) 99, 196,
n.27 199–200, 207, 208 n.3, 226,
process 10, 90, 138 n.28, 160, 165, 230, 238, 241–54
201, 223, 227, 228, 231, 234–7, voice casting 75, 77, 79, 214, 241. See
241–2 also performance, vocal
storyboards / storyboarding 15, 62,
155–65, 187–8, 197 Wallace and Gromit 1–2, 4, 6–7,
Studiocanal 14, 71, 78–82 10, 13, 23, 33, 39–50, 57, 80,
Švankmajer, Jan 57, 108, 112, 116 89, 105–6, 108, 115, 139–51,
Sweet Disaster series (1986) 106–7, 169–71, 199, 205, 211–21, 231,
117 n.8 235, 242, 246
Swift, Jonathan 124, 141, 147 short films 5–6, 12, 39–50, 74,
89, 139–51, 169–71, 198, 211,
Take Hart 1, 17 n.2, 58 213–16, 219–20, 225 (see also
Tati, Jacques 54, 60 Close Shave, A (1995) (film);
274 Index
Grand Day Out, A (1989) War Story (1983) (film). See Lip Synch
(film); Matter of Loaf and Watership Down (1972) (novel) 143,
Death, A (2008) (film); Wrong 145, 152 n.14
Trousers, The (1993) (film)) Wat’s Pig (1996) (film) 17 n.6, 62
theme tune 39–41, 44–7, 52 n.31, Wells, Paul 14, 48, 98, 142, 149, 159,
143, 148 163
Wallace as inventor 41, 44, Wind in the Willows (1983) (TV
47–50, 146–7, 215 (see also: series) 7
contraptions; inventions) Wiseman, Alix 176
Wallace and Gromit: The Curse of the Wrong Trousers, The (1993) (film) 17
Were-Rabbit (2005) (film) 5, n.6, 30, 33, 41–4, 48–9, 105,
17 n.6, 17 n.7, 43, 45, 48, 73–4, 111, 143–4, 146, 147–8, 215
80, 106, 108, 111, 140, 144,
146–8, 172, 195–6, 199, 202, Zagreb Animation Festival 68 n.5,
205, 207, 215, 220, 230, 237 113, 135 n.3