A Quote by Pete Docter

When we did 'Toy Story,' that was an all-hands-on-deck situation that really was time-intensive. — © Pete Docter
When we did 'Toy Story,' that was an all-hands-on-deck situation that really was time-intensive.
Well, we try to - we definitely try to have a balance. And I think things have gotten a lot better at Pixar. When we did "Toy Story," that was an all hands on deck situation that really was time intensive.
Toy Story 1, 2, and 3, to us, are some of the greatest films ever made, and each is better than the one before it. But if you go to Toy Story 6, they all end up decomposing in a trash heap somewhere.
After we finished 'Toy Story 2,' we talked about going right into making 'Toy Story 3,' because we had an idea that we thought had some promise. But there were a bunch of boring contractual problems going on between Disney and Pixar at the time that kept us from making the movie.
We got together as a group to come up with the idea for 'Toy Story 3' in the same cabin where we dreamed up 'Toy Story.'
I will tell you that the ego in me would love to play the lead. I would have loved to have been Buzz Lightyear, or Woody in "Toy Story," "Toy Story 2" but they hire celebrities for that, well-known people.
Artists have different responsibilities in different eras. But at this point, I really feel like it's all hands on deck. An artist that's fiddle-faddling in opaque, gossamer gestures - I mean it's fine to do that, totally fine, but there's no time left. We don't have the luxury of time anymore.
We hope 'Toy Story 3' looks amazing but still retains the character design of the first film. I like to think it looks like 'Toy Story' would have looked back then had we had the skills and the technology.
For me, the work we did to turn around 'Toy Story 2' was the defining moment in Pixar's history.
They're just not into doing sequels after Toy Story so I don't think that's a possibility. But if they did, well sure, you'd have to do it. And I'd want to do it.
I don't do all the background and the worldbuilding before I start the story. What I do is I work out the bare minimum I need to start the story, and often that really is a bare minimum - it's a character in a situation, and I know nothing about the character, I know nothing about the situation, and then I think about it for a long time, and make notes about where I think the story is going to go and so on, but I don't really make notes to do with the background or the magic system or the world.
I really love 'Toy Story' a lot. It's what I grew up with.
Traditional agriculture was labour intensive, industrial agriculture is energy intensive, and permaculture-designed systems are information and design intensive.
It's real time intensive so there's not much time for goofing around, but we are really close and we have a good time with each other. It's a great group.
One of my earliest memories is of bashing the keyboard with my hands, my chubby little baby hands, and I remember the sound hitting my face. It became my toy.
I cannot in good conscience ask my colleagues to expend precious time and energy defending or explaining my past. We need all hands on deck, fighting for the future.
Once in those very early days my brother brought into the nursery the lid of a biscuit tin which he had covered with moss and garnished with twigs and flowers so as to make it a toy garden or a toy forest. That was the first beauty I ever knew. What the real garden had failed to do, the toy garden did. It made me aware of nature-not, indeed, as a storehouse of forms and colors but as something cool, dewy, fresh, exuberant....As long as I live my imagination of Paradise will retain something of my brother's toy garden.
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