Building Pixar, Working With Steve Jobs, and Cultivating Creativity | Ed Catmull
Building Pixar, Working With Steve Jobs, and Cultivating Creativity | Ed Catmull
Summary
- Steve Jobs fired two Pixar board members during the company’s decade as a public company (1995 IPO to the Disney acquisition ten years later) because they never disagreed with him. His stated reason: “If they don’t disagree with me, then they aren’t bringing any value to the company.” Catmull’s rule of thirds on their own week-long disagreements: a third of the time Steve was right, a third Catmull was, “but the other third of the time, I just did what I wanted, and he was fine with that because we had discussed it.”
- The Braintrust was intended to use an “outside force” — but internal directors did not serve that role. It was invented to replace Disney’s Tom Schumacher, and in that role “it didn’t work. The problem was they weren’t outside” — but it became a problem-solving forum. Steve became the outside force and was kept out of Braintrust meetings, because people with real or perceived power “needed to shut the hell up for the first 10 to 15 minutes” and Steve’s voice would strongly affect the dynamics whenever he spoke. Strikingly, nothing Steve said in board screenings hadn’t already been said by colleagues — his articulation simply “would actually break through.”
- The bet-the-company Toy Story IPO was primarily a leverage play that also supplied needed capital. Steve’s logic: after delivering the three contracted films, Pixar would be “Michael Eisner’s worst nightmare: a competitor” partly funded by Disney; Eisner would have to renegotiate, and equal-partner terms required capital Pixar didn’t have — so go public the same week Toy Story opened. Catmull thought it was crazy: “He was right.”
- Disney had a contractual right to inspect everything Pixar did and, over nearly 15 years, never once asked what it was doing — Catmull’s theory: “you go to your first conclusion, and you stop thinking.” He thinks Disney may have assumed the secret was some combination of Lasseter, Catmull, and Jobs and therefore uncopyable, when the real answer was a deliberately built culture with “no secrets.” Iger broke that pattern by coming to Pixar, asking questions, and opening with “I’ve got a crappy hand. Can we talk?” — honesty Steve read as partnership material — and buying Pixar was Iger’s first major board battle.
- “Quality is the best business plan” is Lasseter’s principle, which Catmull contrasts with Jack Welch’s short-term-growth model. Pixar completed 21 of the 22 films it started (at Disney, during Catmull’s tenure: 10 of 11); the go/no-go signal was the spirit of the team, not the state of the work, since early work “will always suck.” Welch’s manager-of-the-century GE was “completely fragile, not robust,” and his alumni carried the system to Boeing “with the consequences that we now see” — while Pixar “may have been even the highest cost” producer in animation.
- Catmull’s core operating assumption: he is wrong half the time, permanently — the edge is catching it earlier. “I spend less time on the wrong decision, so it looks like the ratio is different. But the reality is, I’m just wrong half the time.” And the post-Toy Story question “how much of this was me?” is natural but, for Catmull, an act of separation: “It wasn’t good for my soul.”
- Culture is maintained through signals and instigators, not rules or mission statements. Three times in Pixar’s history a group came to feel second-class, and “we missed it, and we were looking for it”; in one example, the response was bottom-up, by quietly telling instigators to “make something happen.” And no rule-making after mistakes: “as soon as you make more rules, then people are worried about… who do I have to ask for permission?”
Deep dive
1. Most corporate truth-seeking is theater — Steve fired directors for agreeing
- Catmull’s opening frame: every company claims it has mechanisms to arrive at truth, but “most of them are full of shit” — leaders surround themselves with people saying what they want to hear and mistake the echo for insight. Many people “go down one layer, and you form a decision”; getting at underlying factors “is inherently a long-term strategy,” requiring different mechanisms within an organization.
- The detail almost nobody knows: during Pixar’s ten years as a public company (1995 IPO to the Disney acquisition), Steve fired two board members because they never disagreed with him — “if they don’t disagree with me, then they aren’t bringing any value to the company.” Board meetings were “lively… loud, and they were thrilling,” and Steve, who intuitively understood “there’s no upside in being wrong,” changed quickly as soon as he understood something.
- The Catmull–Jobs thirds: they disagreed constantly, in week-long discussions rather than arguments. A third of the time Catmull realized Steve was right, a third Steve conceded, “but the other third of the time, I just did what I wanted, and he was fine with that because we had discussed it.”
2. The Braintrust’s first design failed; the “outside force” was the real design
- The mechanism starts with psychology: discussion is “always about the topic. It isn’t about who’s right.” Presenting filmmakers know their film doesn’t work and feel vulnerable; newcomers who float a rejected idea start “thinking about their relationship to it, rather than about the problem” — the failure mode the room is designed against. The original Toy Story group had no such fear: “it was like a forum.”
- Andrew Stanton and Catmull recognized early Pixar also had a corrective “outside force”: Disney’s Tom Schumacher, who saw work rarely, had a vested interest in success, and could “jar you from that fragile thing that’s in your head.” When Schumacher left for Broadway, Stanton proposed the Braintrust — directors reviewing each other’s films as outside forces.
- Catmull’s honest verdict: “It didn’t work. The problem was they weren’t outside. They’re in the building.” But the group had “this immense capability of giving ideas to each other” — “a subtle difference” that turned the Braintrust into a problem-solving meeting run after screenings, not the replacement they’d intended.
3. Steve, kept out of the room, became the outside mechanism — and the job was managing dynamics
- Steve replaced Schumacher as the outside force precisely because he was kept out of the Braintrust. He’d usually call Catmull the morning of a board screening: “How’s it going, Ed?” — “Well, I think we’ve got problems.” — “Nice to know. I’ll see you later.” Catmull never told him what to think; the call only flagged whether someone needed to “come in and say something strongly.”
- The ban’s logic: people with real or perceived power “needed to shut the hell up for the first 10 to 15 minutes” or they set the tone for the whole discussion. Steve’s voice was so powerful that timing didn’t matter — “he understood that, so it was the reason he didn’t come.”
- The uncomfortable finding: most directors credited Steve with seeing things “nobody else saw,” yet “there was nothing that Steve ever said that had not been said by somebody else before in one of those meetings.” Familiarity lets you disregard colleagues; Steve’s clarity “would actually break through.” Sometimes filmmakers even felt betrayed that colleagues hadn’t warned them — but they had.
- Catmull’s definition of his own job, which Senra notes he’s never heard from a CEO: observe and manage the dynamics. “I’m not making the movie. I’m just trying to make sure they work well together.” When meetings go off the rails, reconvene smaller; when they go well, go bigger to train people. Once or twice per film, “magic happens… ego has left the room” — group flow, the state the whole product depends on.
4. The bet-the-company IPO was a leverage play against Eisner
- The original three-picture Disney deal was struck when Disney expected “boutique” films like “The Nightmare Before Christmas” with limited potential; Steve “walked away feeling like it was one of the worst deals he’s ever struck.” Catmull also cites Eisner’s congressional testimony about “ripping” — copying audio onto a computer — as one of the issues behind the Jobs–Eisner tension.
- Steve’s renegotiation logic, delivered to a skeptical Catmull (“I thought it was crazy… He was right”): Toy Story wouldn’t be boutique; after delivering two more films with experience nobody else had, Pixar would be “Michael Eisner’s worst nightmare: a competitor” — funded in part by Disney. Eisner couldn’t let that happen, so he’d renegotiate; coming in “as equal partners” required money Pixar didn’t have; therefore IPO the same week Toy Story released.
- Catmull flags the character arc inside the trade: Steve “would typically shoot for the moon… at Apple and at NeXT, and often overshoot,” but here his logic proved correct — events played out “exactly” as he’d argued.
5. Sequel clauses, Toy Story 3, and the dispute over Disney’s relationship with Pixar
- The renegotiated five-picture deal excluded sequels — Disney’s only prior theatrical sequel was The Rescuers Down Under, a flop that was nonetheless “the first motion picture where every frame went through the computer,” using the CAPS paint system Pixar wrote under contract, the same system used on Beauty and the Beast (1991).
- Toy Story 2 was originally slated direct-to-video, which Catmull saw as a problem “even before we started”: a company built on shared quality standards was making a film “supposed to be lesser.” Pixar pushed it theatrical, and it became the first successful animated sequel of any kind ever — “it changed everybody’s mind because it never happened before” — yet still didn’t count under the contract.
- On Toy Story 3, Steve argued a first-rate theatrical film should count; “Michael stuck with the letter of the agreement,” and Disney later started making its own version — which Senra frames as “somebody else is raising my child” for the Pixar team. Catmull: “I was not a fan of his.” Meanwhile the Eisner–Roy Disney war chronicled in DisneyWar raged; Pixar refused all interviews for the book, so its Pixar sections are “perceived through the Disney lens.”
6. Iger’s crappy hand — and Disney’s nearly fifteen years of incuriosity
- Steve, who by then knew he had cancer (in the same emotional stretch when he showed the secret iPhone in the building where it was being designed), “would not have let Pixar stay with Disney” under Eisner and had opened talks with other studios. Iger called Steve at home the Sunday night before his CEO announcement: he’d been to the parks and knew the new material was coming from Pixar, did not believe Disney Animation’s claim it was “almost fixed” (Catmull: “They didn’t have a shot at it”), and opened with “I’ve got a crappy hand. Can we talk?” Steve’s read: “Okay, this is somebody I can be a good partner with.”
- Iger walked up Pixar’s walkway alone — no entourage, which impressed everyone — spent a day, and concluded “we have to do this,” making the acquisition his first major battle with a board that thought it “too big of a risk and too much money.”
- Catmull’s larger observation: from the 1991 contract onward Disney had the right to examine everything Pixar did, and across nearly fifteen years of diverging fortunes “nobody ever asks, ‘What are you doing?’” His theory: “you go to your first conclusion, and you stop thinking” — Disney may have decided the secret was John, Ed, and Steve and therefore uncopyable. “There’s nothing secretive about it. Nobody cared to know.”
7. Quality is the best business plan — Catmull’s contrast with Welch
- Since early work “will always suck,” what’s the basis for proceeding? “What’s the spirit of the team?” If they’re laughing and angsting together, keep going. Result: 21 of 22 films started at Pixar were completed, 10 of 11 at Disney during Catmull’s tenure — “bizarre in that world.” The guiding line for replacing directors (first done on Toy Story 2): “The director can’t lose the team.” The original 22nd project was redirected when Pete Docter proposed an idea “inside the mind of a little girl”; the resulting film was Inside Out.
- Hard problems are the differentiation strategy: an easy project can be more derivative, and it is fairly easy to make something mediocre, while “if you take on a hard problem and you just keep pushing at it, the fact that it was hard is what’s going to make it different.” His example: “We’re going to make a movie about a rat that’s going to cook. Nobody’s going to copy it.”
- Pixar never had a mission statement, because “a mission statement is an answer when typically we should always be asking questions.” Lasseter’s “quality is the best business plan” is contrasted with The Man Who Broke Capitalism: Welch, Fortune’s manager of the century around 2000, left GE “completely fragile, not robust, because he gutted it of the future research,” and two disciples ran Boeing “with the consequences that we now see.” Pixar, by contrast, “may have been even the highest cost” producer.
8. Walt Disney had technology in his DNA — the company didn’t
- Catmull’s childhood heroes were Einstein and Walt Disney, and his adult reading of Walt: he “understood better than anybody else at that time that technology was invigorating the studio” — blue-screen matting, sodium-vapor matting, sound, and a Xerox partnership that built an entire room functioning as a camera, which Catmull stood in as a college student. Decades later, as president of Disney, he found the “Ink and Paint” room still operating in a building whose employees reported to him.
- The asymmetry: “having technology was in Walt’s DNA, but it was not in the DNA of the company.” In Catmull’s opinion the theme parks — “such a unique phenomenon” — were what kept Disney from being broken up; Roy E. Disney, post-hostile-takeover, said “we need to bring some technology into the studio” and initiated the Pixar contract.
- Catmull’s own mission discipline: in 1973 Disney offered the graduate student a job on Space Mountain; he turned it down without hesitation because “it wasn’t going in the right direction” — nobody in the industry thought technology was critical, and his mission was the first feature-length computer-animated film.
9. George Lucas: the first believer since Walt, in a positive-sum industry
- “The first person since Walt Disney to believe that technology was going to have an impact was George Lucas” — a non-technologist who built ILM because he couldn’t buy what he wanted. Catmull’s illustrative deep cut: Edison’s double-flash projection created a strobing artifact in stop-motion because sharp edges doubled on the tracking eye; ILM’s motion-controlled cameras captured and preserved motion blur through the nonlinear photochemical process — the invisible craft behind Star Wars.
- Lucas’s ambition went beyond his own films: “He wants to affect the entire industry.” Catmull’s explanation of why entertainment permits this — if you don’t have a film out, you want people to enjoy going to the movies, so “you have a vested interest in wanting the rest of the industry to be healthy. It isn’t cutthroat. It isn’t like real estate.” Senra pairs it with Lucas and Spielberg celebrating each other’s openings.
- Lucas’s prairie-wagon metaphor for team composition, which Catmull calls exactly how he operated: when the wagon arrives, “you don’t live in the prairie wagon anymore” — some die en route, some quit, some love only the journey and jump off, “and that’s as it should be.” The Graphics Group sale was prompted by Lucas’s divorce and resulting financial position; when Catmull said he wanted to make an animated film within Lucasfilm, the company president relayed: “George doesn’t want to make an animated film, so we were going to look to sell you.” Steve’s post-meeting ghosting, it turned out, coincided exactly with his ouster from Apple.
10. Wrong half the time — and the “act of separation”
- At New York Tech Catmull discovered half his management theories “were a complete crock,” and concluded the ratio would hold for life. A Disney executive protested he had a better record; Catmull’s rebuttal is the keeper: “If I know that I’m wrong half the time, I catch it earlier. I spend less time on the wrong decision, so it looks like the ratio is different. But the reality is, I’m just wrong half the time.”
- Publishing everything was a talent strategy: the nascent SIGGRAPH community wanted to publish, and “Long Island was not a hotbed of computer science,” so openness drew the best people — the same instinct that made him the only Lucasfilm candidate to freely name other people when asked “who else should we be talking to?”
- After Toy Story, reviews spent “one or two sentences” on the computer — the technical team’s proudest outcome, revealing the implicit North Star was always the film’s quality. Catmull then spent a year wrestling with “how much of this was me?” — a question he hid because he knew it was selfish. His resolution: “trying to answer it is an act of separation… It wasn’t good for my soul.” The right question is not “how much can I do on my own?” but “how much can I do with others?” Steve, he insists, never believed the success was all his.
- On the Isaacson-era caricature: 1991–95 was Steve’s transformation window — married, son Reed born, Disney contract, Terminator 2 and Beauty and the Beast (‘91), Jurassic Park’s electrifying CG (‘93), Toy Story and the IPO (‘95) — “and Isaacson didn’t know” the man had changed.
11. Culture runs on signals, instigators, and almost no rules
- Having seen a “first-class, second-class” dynamic in companies he visited from Lucasfilm, Catmull was determined technical people and filmmakers would be genuine peers — “we’re all on this to make really great movies.” Yet the humbling admission: “there were three times in the history of Pixar in which a group arose that felt like they were second class, and we missed it, and we were looking for it.”
- His specimen case: new hires heard legends of scooter races and gags but saw only veterans going home to their kids, so they emulated what they saw; veterans privately wondered “what’s wrong with these new people?” — “neither group talks about the problem. So, this festers.” Fun can’t be ordered top-down; in this case, the fix was quietly asking instigators to “make something happen,” with nothing official — a signal that “the tent is wide.”
- On rules: when someone violates common sense, call them on the carpet, “but you don’t make a rule so that nobody else makes the same mistake,” because rules make people ask permission. Exhibit A: the animation group disassembled a truck over a weekend and reassembled it inside the building — still there. Visiting recently (he refuses to be “a back channel” post-retirement), he found the animation space radically redesigned again: “that’s a sign of health.”