Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration

Edwin Catmull, Amy Wallace

60 pages 2-hour read

Edwin Catmull, Amy Wallace

Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration

Nonfiction | Book | Adult | Published in 2014

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Index of Terms

Braintrust

The Braintrust is Pixar’s primary forum for ensuring creative excellence through candid, peer-driven feedback. It is a recurring meeting of trusted filmmakers and storytellers who review a film in progress every few months to provide constructive but optional notes. Catmull presents the Braintrust as Pixar’s “primary delivery system for straight talk” (86), differentiating it from the more invasive system of Hollywood studio notes. Crucially, the film’s director is not required to implement any specific suggestions, and as a result, directors tend to view the feedback process far more positively, removing their ego from the equation. 


This mechanism evolved naturally from the close collaboration of the original Toy Story team and was later codified as the studio grew. Its value has been demonstrated repeatedly, from helping to save Toy Story 2 to resolving narrative dead ends in films like WALL-E and Inside Out. The Braintrust model was later adapted at Disney Animation as the “Story Trust,” becoming a cornerstone of that studio’s creative revival.

The Hungry Beast and the Ugly Baby

This paired metaphor represents the central tension between a creative organization’s operational needs and its innovative potential. The “hungry beast” is the insatiable demand for new content and resources that keeps a large, successful company running. This force prioritizes efficiency, deadlines, and predictable output, while the “ugly baby” is a fragile, unformed new idea that may or may not lead to a successful product. As Catmull notes, “Originality is fragile […] I call early mock-ups ‘ugly babies’” (155). These new concepts need time and protection to mature into something great, and the very nature of the beast is a threat to this endeavor. Catmull emphasizes leadership’s responsibility to balance the competing demands of these two forces. Managing a creative culture, Catmull argues, requires consciously protecting new ideas from the pressures of the production machine, while still remaining within the parameters of time constraints and limited resources.

Notes Day

Notes Day was a single-day, studio-wide event designed to solve pressing operational challenges and reinvigorate Pixar’s waning culture of candor. Faced with rising production costs and a creeping sense of creative complacency after years of success, Pixar’s leadership created an environment that allowed employees to participate in over 170 structured discussion sessions on 120 topics that they themselves had proposed. These sessions generated concrete proposals for improving the company’s culture.


Several key initiatives from Notes Day included a company-wide effort to reduce film production timelines, the creation of the feedback tool Notesar, and the establishment of the “Peer Pirates” program. However, its most significant outcome was cultural. By soliciting ideas from everyone and empowering them to find solutions, Notes Day renewed the studio’s collective sense of ownership and made it safer to voice dissent. As John Lasseter noted, “This is going to fundamentally change the company for the better” (323). A decade later, Catmull notes that Notes Day’s impact has sent ripples through the organization, sparking years of introspection and reform.

“Story Is King”

“Story Is King” (66) was one of Pixar’s earliest and most important guiding principles, establishing the importance of quality narratives and emotional integrity, which must take precedence over all other considerations, including technology, merchandising, and marketing. Catmull explains that this principle became a mantra that differentiated Pixar, ensuring that its groundbreaking computer animation always served the characters and their emotional arcs. The catchphrase signaled that the company was in the business of telling great stories, but over time, Catmull came to see it as a potential trap. Noting that many such mantras are doomed to become meaningless platitudes, he eventually rejected a reliance on slogans, as merely repeating an idea is no substitute for embodying it in the company’s day-to-day actions.

“Trust the Process”

This principle initially served as a reassuring mantra at Pixar, encouraging creative teams to have faith that the studio’s unique workflow would guide them through periods of intense difficulty and uncertainty. However, during the troubled production of Toy Story 2, Catmull observed that this mantra had dangerously morphed into a passive assumption that “the process” would automatically fix all of a production’s underlying problems. This misguided faith led to complacency and a failure to intervene when the film was clearly heading in the wrong direction. Catmull concluded that creative success depends on “people, not processes” (79). This revised thinking defines the process as merely a tool of engaged, talented people whose efforts ultimately solve problems and achieve excellence.

Two-Day Offsites

Two-Day Offsites are intensive, multi-day retreats designed to help teams break through major creative blocks. When a story is not working and the Braintrust’s regular feedback sessions yield no progress, the film’s creative leadership team convenes away from the studio to perform a more-focused analysis. Catmull considers these offsites an essential tool for resetting a film’s direction. On the first day, participants deconstruct the film and propose new ideas, and on the second day, they push past any remaining resistance and build a new vision for the project. These offsites have led to breakthroughs in films like Toy Story 3, Zootopia, and Frozen because they create a unified, egoless environment where the entire team makes the bold and difficult changes necessary to fix a broken story.

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