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Fortunate
Son
An Interview
with Animator J.J. Sedelmaier
It's hardly an
object lesson to the children of America, but goofing off
in geometry class sometimes pays off. While his fellow students
were busy calculating the area of a parallelogram, J.J. Sedelmaier
was busy doodling comics characters in the margins of his
notebook. In adulthood, it's likely that few of those people
are applying the Pythagorean theorem, but Sedelmaier is still
busy doodling characters. Only now he does it as the head
of one of advertising's most respected animation studios.
John Josef Sedelmaier comes by his envelope-pushing tendencies
honestly. His father, Joe, spent his career in advertising
and as a director was responsible for some memorably groundbreaking
campaigns, including Wendy's "Where's the Beef?" campaign
and FedEx's motormouthed pitchman. Joe's son learned early
that as long as you learned the rules, you could break them.
So he learned the craft of animation in the early 1980s while
working at the Perpetual Motion studio as an inbetweener on
Strawberry Shortcake and The Berenstain Bears, properties
that hardly hinted at the edge he would later hone. In 1984,
he joined R.O. Blechman's animation studio, The Ink Tank,
where he worked prolifically (including more than 100 Fido
Dido bumpers for CBS's Saturday morning children's programming).
With no small amount of misgiving, he accepted the title of
producer (fearing that the administrative work would reduce
his time spent drawing), since he had been doing the work
of one. After founding J.J. Sedelmaier Productions Inc. with
his wife, Patrice, in January 1991, he became a hot commodity
among advertising agencies who sought out his innovative approach.
Sedelmaier's eclecticism allowed his studio to produce work
ranging from gentle and homespun (his Northern Tissue ads)
to edgy and bursting with attitude (the Converse "Psychotrainer"
campaign) to convincing retrospection (his 1950s-style ad
for Home Savings Bank). He updated Speed Racer for a modern
audience in a series of commercials for Volkswagen, and he
adapted Doonesbury's Mr. Butts for an animated antismoking
campaign for the Massachusetts Department of Health. The pliably
arch sensibility associated with Sedelmaier's White Plains,
N.Y. studio didn't attract only advertisers; it also appealed
to writers who recognized that Sedelmaier's studio was not
only capable of producing innovative work, but that it insisted
on it. Television comedy writer Robert Smigel collaborated
with Sedelmaier to produce the "Cluckin' Chicken" parody commercial
for Saturday Night Live that appeared on
Nov. 21, 1992. The short film combined animation with live
action--Clucky's animated, decapitated head gave viewers a
gleeful behind-the-scenes tour of how he is killed and prepared
for eventual consumption--and received enthusastic praise.
(Sample dialogue: "Bein' dead never tasted so god-nobbity
good!") Soon after came "TV Funhouse," a showcase that made
its debut on the short-lived Dana Carvey Show, later moving
to Saturday Night Live. "Saturday TV Funhouse" featured various
Sedelmaier-Smigel collaborations that placed J.J. Sedelmaier
Productions prominently on the cultural landscape. Recurring
vignettes included "Fun With Real Audio," "The X-Presidents"
and "The Ambiguously Gay Duo." The latter series of wildly
popular shorts delights in the befuddlement that Ace and Gary's
imprecise sexual orientation causes for those around them,
all the while cloaking the action in the guise of a low-budget
1960s Saturday morning cartoon. Sedelmaier's simultaneous
affection for and savage tweaking of yesteryear's bare-bones
superhero animation were obvious in the series of shorts,
which remains a fixture in Saturday Night Live reruns. Sedelmaier,
47, also breathed celluloid life into another pair of cultural
icons, albeit Beavis and Butt-Head are very different from
Ace and Gary. In late 1992, when MTV was casting about for
an animator for its proposed showcase of rampaging id and
juvenile delinquency (not to mention music-video criticism),
they hired Sedelmaier to bring Beavis and Butt-Head into the
world, so the culture at large can credit him for the first
season. The creative restiveness that has been the hallmark
of Sedelmaier's career continues. While his studio remains
busy with commercial work (his clients have included Nike,
Georgia-Pacific, Converse and Old Navy), it also keeps a foot
in the short-series camp. Sedelmaier directed the pilot for
Cartoon Network's "Harvey Birdman" series, which is a part
of the network's edgier Adult Swim programming block. Sedelmaier,
with writers Michael Ouweleen and Erik Richter, transformed
one of Hanna-Barbera's most banal characters--the puerile
Birdman--into one of its most compelling. Adding another wrinkle
to superhero satire, Sedelmaier also co-created (with writer
Stuart Hill) Captain Linger, the socially inept hero who can
rescue people but can't hold a conversation with them. The
Captain is also part of Cartoon Network's Adult Swim block.
Sedelmaier--an inveterate comic-book fan whose early aspiration
was to draw comic books--has fielded an increasing number
of print jobs. Playboy hired him and Smigel to produce an
Ambiguously Gay Duo comic-book insert in the 1999-2000 millennial
issue, and last year he wrote and drew a parody of the classic
Charles Atlas ad to accompany the magazine's March 2002 interview
with Seattle Mariner second baseman Bret Boone. Last August,
Playboy published "Crime Scene Enron," a two-page strip in
which Sedelmaier and writer Daniel Radosh fused elements of
CBS's hit forensics program CSI with Enron's corporate malfeasance.
(Sedelmaier and Radosh also collaborated on a "Daughters of
Hazzard" comic strip for Playboy. The strip took a satirical
look at President Bush's fun-loving daughters, but it was
pulled from the publication in the wake of the terror attacks
on America.) Readers of the June 2002 issue of Esquire saw
Sedelmaier's two-page strip that accompanied the interview
with Spider-Man actress Kirsten Dunst, in which Dunst and
her interviewer gradually morph into retro-style characters
who would be at home in a 1960s issue of Spider-Man. Madison
Avenue's secret is out. After years spent making viewers aware
of brand names, J.J. Sedelmaier Productions Inc. is now itself
a brand that fans seek out for its smart, subversive approach
to telling stories. And there's nothing ambiguous about that.
TOM HEINTJES: I've
seen your studio, and it's filled with vintage telephones,
old toys and generally lots of artifacts from yesteryear.
For a guy who is on the cutting edge of commercial animation--
J.J. SEDELMAIER:
--why is all this old shit here? [laughter] In totally general
terms, I think history is really important. I think if you
don't have a grasp of what's happened before, you're not as
well equipped for the future as you should be. I'm not saying
you have to have an in-depth background in any subject to
approach it or give your opinion on it, but if you have an
idea of heritage and a grasp of history, it makes everything
richer. This is separate from doing parodies of something,
because you could research that. But if you know something
inside out, you're able to get subtleties and nuances that
you wouldn't get otherwise.
HEINTJES: I wondered
if you felt the designs and level of craft of past decades
were inherently superior to what's being done today.
SEDELMAIER: No.
The level of dreck has always been very high. We're all guilty
of injecting nostalgia. It's one of the most potent drugs.
It's like love. It totally masks any sense of judgment when
it comes to design, when it comes to film, when it comes to
anything you've grown up with. You wouldn't have Nick At Nite,
you wouldn't have TV Land. But you have people saying, "Oh,
the '50s were wonderful, look at the design." The '50s were
dreadful! Talk to anyone who had to live through them. The
'50s were probably the only decade where people, certainly
in America, had no sense of humor. The only thing that allows
us to reflect positively on the '50s is nostalgia. It seemed
like a simpler time because we were younger, and every generation
goes through that. We're starting now to get into the dream
of the '80s. It's very funny. But at any time, there were
dreadful things going on with literature, design, everything.
If you're talking about craftsmanship, there are blanket statements
you can make about things like this. If you buy a better house,
it's going to be better made. But there are plenty of houses
that weren't so great, too. I will say that today people have
a low interest in taking the time to do a good job. We live
in a fast-paced society that is obsessed with making money,
and there is a level of quality that is sacrificed as a result.
The way that decisions are made and corporations are structured
doesn't set a tone for being able to do good work or to have
one person who is executing a vision, and this goes into filmmaking,
advertising and so forth. Decisions are often made by committee,
there's a lot of testing, and this slowly but surely whittles
away at any sort of strong, single vision.
HEINTJES: Advertising
is an area of commerce that is often open to compromise. You
have focus groups, everyone thinks he's an art director, etc.
How do you prevent this atmosphere from watering down your
vision?
SEDELMAIER: I try
to make people as comfortable as possible with the process.
If people feel their project is in good hands, they tend to
leave you alone. As the studio's been around longer, it's
gotten easier, because there's an attitude of, "This studio
knows what it's doing, let's leave them alone."
HEINTJES: That's
why they hire you.
SEDELMAIER: Ideally,
yes. But you're never completely insulated. Sometimes there's
even a fear: "We can't tell this guy what to do!" Actually,
you kind of hope for that. That even makes it easier to be
nice. I genuinely enjoy what I do. As crummy as a day can
be, I always look forward to coming in the studio in the morning.
I'm able to look at myself in the mirror in the morning due
to the fact that my wife Patrice and I run our own business.
Patrice runs the business end of it.
We've been doing it close to 12 years now, and it's the best
decision we ever made. The ultimate foundation of everything
we do is the control we have. If we're doing a job, we chose
to take that job. If a job sucks, well, we're the ones who
decided to do it. I know what it's like to work for other
people. Even though it was always with other people, it was
ultimately for other people. And there came a certain point
where if I wasn't ultimately responsible for it, I wasn't
pleased with it. As much as some people take comfort in not
being responsible for something, I would much rather kick
myself in the ass. I'm spoiled rotten now.
HEINTJES: You're
in that enviable position now, but you weren't always. When
you first came to New York, you tried to break into comic
books in the '80s.
SEDELMAIER: Boy,
was that a mistake! [laughter]
HEINTJES: But you
ended up getting work in animation, your other passion.
SEDELMAIER: I didn't
even know it was a passion! I grew up an animation fan. I
can remember seeing animated commercials, animated theatrical
shorts and feature-length animated films. But what had a big
influence on me was The International Animation Film Festival.
It was hosted by Jean Marsh and was broadcast on PBS in the
'70s. It was on television while I was in school. Even though
I had seen various short animated films, this show each week
reinforced the fact that there was a lot of this going on,
regardless of the fact that most of it was being done in Eastern
Europe. I was very receptive to this because I was in school
and I was trying to get myself ready to go out into the world,
but my idea of animation was still Disney. It was Disney that
even Disney wasn't like anymore. It was the Disney of Pinocchio
and Fantasia, the Golden Age. I knew it wasn't being done
like that any more, but I also knew that at some point it
was done like that.
HEINTJES: Your
first work in animation was on Strawberry Shortcake and The
Berenstain Bears. What did you learn from those experiences?
SEDELMAIER: It
didn't matter what I was working on. I was just so excited
to be working in a professional realm. I knew the stuff was
dreck. It didn't make any difference. It taught me not only
the craft, but I met people who'd been working in the industry
40 years! In some cases, many of them were burned out or retiring.
The one guy I hooked up with, Jan Svochak, was the guy who
for years was responsible for Punchy in the Hawaiian Punch
animated commercials. The first thing he said to me was essentially,
"Get out of the business. You're young and you have your whole
life ahead of you. This industry is dying. There's nothing
I can do, but you should run." That was my first day on the
job.
HEINTJES: What
would your advice be to an aspiring animator today?
SEDELMAIER: I speak
to artists and animators all the time. I speak in schools,
and the schools refer their students to us and they come by
the studio. If they are sincerely interested in animation,
depending on what they showed me in terms of work or what
I felt upon meeting them, I would tell them to do everything
they can to get as much exposure to as many different techniques
and as many different people as you can. You may not use it
right away, but you will at some point. You don't have kids,
you don't have a house, you don't have a wife, and now is
the time to f---up and cut your teeth. I've had to do all
of that, and I still do. If you're really interested in it,
you'll do it, because you essentially have no other choice.
HEINTJES: How would
you compare the robustness of the animation industry now with
the one you broke into?
SEDELMAIER: There
are more opportunities now, and there's more understanding
of the effectiveness of the craft. But when I was starting
out, I wasn't involved with advertising. I was working in
long-form animation. And my father's name is influential and
recognizable in the advertising world but not so much in the
animation world, so I didn't have that hanging over me. I
could basically just hang out and learn from people and go
about my business without the pressures that might have been
there had the industry been thriving. I was this young guy
showing a lot of enthusiasm at a time when there wasn't a
lot of enthusiasm.
HEINTJES: It must
have been gratifying for the veterans to see a young guy who
wanted to learn from them and was genuinely interested in
their experiences, rather than wanting to kick them aside
and take their place.
SEDELMAIER: There
were some who felt that way, and there were some who were
on their way out and just didn't care. As much as some people
might consider it brown-nosing, I fought very hard and was
the only one who attained a relationship with an animator
as his exclusive assistant. That was Jan. I had to go to the
director of the project. I had to go to the owner of the company.
I had to be a pain in the ass, but I said, "I know I'm good
enough to be his assistant. I know you don't like people to
be singled out, but I want to be Jan's assistant." I didn't
want to just pick up a folder of somebody's work and assist
it and in-between it and then pick up a folder of somebody
else's work and assist it and in-between it. They relented,
and that was another thing that really helped me. I wanted
the consistency that even people who were doing the work didn't
see the value of.
HEINTJES: It sounds
like an actual apprenticeship.
SEDELMAIER: Yeah.
I'd go get his coffee, whatever. But he didn't take advantage
of it. I enjoyed his company. It was really, really wonderful.
HEINTJES: Do you
see the popularity of animation programs like Flash having
an effect on the way people perceive commercial animation?
SEDELMAIER: We're
still in a sorting-out phase with programs like Flash. People
are trying to figure out how to do things cheaply--duh, big
surprise--but it's the marriage of technique, concept and
design that makes things work. If you try to do Ben-Hur or
Fantasia with Flash, you're dead in the water. If you're trying
to do something that has a graphic style but doesn't need
a lot of movement, it's terrific.
HEINTJES: For a
long time, all animation was done in the shadow of Disney.
How do you think Disney's long domination of feature animation
affects the field?
SEDELMAIER: It
was a big shadow that is still there. As a result, I think
the industry will always suffer some from that, because feature
animation has this baggage that comes with it. The craft is
judged. If you go to a movie and it sucks, you don't say,
"Boy, I don't know about this whole motion-picture thing."
But if the average person goes to an animated feature-length
film and it sucks, they judge the craft of animation.
HEINTJES: I think
that's true of all cartooning disciplines. If people read
a comics page that bores them, they'll say, "Boy, comic strips
suck." Comic books are pigeonholed by their worst adolescent
power fantasies.
SEDELMAIER: I think
animation is judged even more harshly than strip work or illustration.
Everything gets pigeonholed to an extent.
HEINTJES: What
are some of your favorite feature-length animated films?
SEDELMAIER: Apart
from Pinocchio, my two favorites are Yellow Submarine and
The Iron Giant. Yellow Submarine explores the whole animation
experience like it had never be en
done before, and the way it should be done: mixed media, trying
to get into someone's vision of what a certain song is without
polluting your vision of it. As far as The Iron Giant, the
reason I like it so much is that it sneaks up on you. It looks
conventional, but it's not. I called [Iron Giant director]
Brad Bird about it to let him know that not only I but the
whole studio was juiced about the movie. It sounds like it
got done under the radar.
HEINTJES: The way
the studio ignored it was criminal.
SEDELMAIER: In
terms of promotion . . . there was none. It didn't get reinforced
the way other films do. But unfortunately, I am glad to sacrifice
the fact that it didn't do well as long as it got done the
way it did. It didn't subscribe to the devices that most feature-length
animated films use. There was no comedy relief and there were
no songs. Brad is so talented, though, and I'm sure he learned
a lot from the experience!
HEINTJES: Let's
talk about work that is deliberately less than technically
flawless. You're producing Harvey Birdman for Cartoon Network's
Adult Swim block of programming.
SEDELMAIER: We
only did the pilot, the one with Benton Quest and Race
Bannon. [Writers] Michael Ouweleen and Erik Richter are creatively
so great. The main reason we did Harvey Birdman was to work
together. Even though each of the Harvey Birdmans will be
different, the juicy part of the whole process is formulating
the initial structure of the thing, and that's what we helped
to do. That's why J.J. Sedelmaier Productions will get credit
on each of the Harvey Birdman episodes--we helped put together
the foundation that the show will use. It was Erik and Michael's
idea to dredge up this bankrupt Hanna-Barbera character, which
they're doing more and more now. They've gone through the
Space Ghost levels, and now they're beneath that [laughter].
HEINTJES: Although
the original source animation for those Hanna-Barbera cartoons
was exciting when I was a child, I look at it now and see
all the limitations and the corners that the studio was cutting.
When you are mimicking the source material by drawing down
to its level, are you invoking the audience's nostalgia for
it? Or are you making an ironic commentary on that style of
animation?
SEDELMAIER: It's
interesting. You have to be so conscious of it, because you
can start to obsess on it and lose sight of what the whole
thing's about. When we were doing the first Ambiguously Gay
Duo--and we didn't know there were going to be nine of them
altogether--it was kind of a packaged concept. The idea that
it was kind of a '60s superhero cartoon seemed to be important
in capturing the clunkiness of the animation and the low film
quality and the bad leveling. Even though he had a light blue
arm on his body suit, when the arm would move, it would be
a lighter color, just like in those '60s cartoons. With some
of those things, it's the kind of animation where you need
to get a life, but if you have time to do it, it's kind of
fun. You can allude to it and it gets good press and all this
other stuff. But as it starts to evolve, certain things don't
become as important. In commercials, it's a whole different
story. We did a commercial for Home Savings Bank, and it was
done in '94, before any of the--quote "retro" unquote--stuff
was being done. Even though it has a look out of the '50s,
it wasn't influenced by parodies that had been done. When
we did the Home Savings Bank commercial, I even pulled in
some people who had been doing stuff around then, just to
give it a better feel. There's a case where all of the aspects
of what commercials used to be were in the concept. The tag
line was, "Banking the way it used to be," and then there's
a line under it that says, "except for the computers and stuff."
And the spot was done in black and white, and there were scratches
and burns and cigarette ashes put on it as it's running. It
was just totally screwed up. At that time, there were still
a few people around who remembered that when a commercial
started to come toward the end of the reel, it would get dirtier
because they would run it through the gate. The end of the
film, where people handled it, would just look that way. It
had the rhythm of an old piece. But time moves on and stuff
like that doesn't necessarily mean the same thing. It isn't
that important an influence on the viewing experience. It's
good to be conscious of that.
HEINTJES: Your
client, Home Savings Bank, was paying for a new commercial.
Did they ever have a reaction like, "We wanted a new commercial,
not something that looks like it's been stored away for 45
years!"
SEDELMAIER: The
only thing they said that addressed that aspect was that they
didn't know if they would use the dirty, scratched-up version.
The agency was Chiat-Day, and
they were known for being a very creative agency. They came
in tow with the concept almost like you just put it: "Hey,
look over here! This has been up on a shelf! Look at this
one!" If there was a chuckle to be had during the commercial,
it would be during the tag line at the end: "except for the
computers and stuff."
HEINTJES: I understand
you were not crazy with the way that tag line was presented
in the commercial.
SEDELMAIER: I wasn't
crazy with the way they wanted the type designed. They wanted
a new-looking tag line, and I said, "Oh God, you're going
to toss the whole thing away! Why not keep the whole thing
looking old?"
HEINTJES: How conscious
were you of that sort of period authenticity when you produced
the Speed Racer commercials for Volkswagen?
SEDELMAIER: That's
another case where you know it's a commercial, and you've
got to flood that 30-second experience with enough information
so that the audience is not only understanding they they're
supposed to be interested in buying this car, but they're
supposed to be feeling everything about this Speed Racer thing
that makes it a Speed Racer thing.
HEINTJES: As an
animator, was it different for you to work in the Japanese
anime tradition rather than in the American approach?
SEDELMAIER: It
wasn't really any different than working on any problem that
you're trying to solve in any project. We weren't trying to
get an overall feeling of anime. We were trying to kind of
eat up the Speed Racer thing and spit it back out in such
a way where, at the end of it, you would say, "I didn't know
they did a Volkswagen commercial using Speed Racer back then."
So we weren't looking at an overall film technique as much
as the Speed Racer animal itself.
HEINTJES: How did
the use of Speed Racer come about? Did Volkswagen do the work
of securing the rights and bring it to its ad agency?
SEDELMAIER: Yes.
I've since become friends with Jim Rocknowski, who holds the
rights in the United States. Arnold, the agency, called and
said,
"We're thinking of doing a commercial in an old, Japanese
TV animation style. Would you be interested, and do you know
what we're talking about?" So I went into the videotape library
. . . we have a very extensive videotape library.
HEINTJES: I'm not
surprised to hear that.
SEDELMAIER: I pulled
out Gigantor, Speed Racer, Astro Boy and all these things,
and I sent them to the agency and said, "If you're not going
to tell me specifically what you're looking for, here's the
realm that sounds like you're talking about." When they got
this flood of reference material, then they were convinced
that we at least understood the whole thing. Actually, by
the time we were halfway through it, they realized that we
knew it better than they did. That was inevitable, because
we get our fingers much dirtier than they do. They're glancing
over it and we're totally into it. It's only when we got into
it and were trying to put together a consistent model sheet
that we realized we could barely find two pieces of art that
looked the same--it was dreadful!
HEINTJES: When
you see a commercial at home, do you find yourself thinking,
"Man, I have a great idea for how I would treat that"?
SEDELMAIER: Yeah,
and there are times when I see a commercial and go, "Oh boy,
I can hear the meetings that went on behind that one." Part
of it is being in the industry, but I'm not being effectively
entertained if I'm doing that, either.
HEINTJES: But you
won't look at a commercial and think, "Well, if J.J. Sedelmaier
Productions were doing this, it would be done in such-and-such
a way"?
SEDELMAIER: Oh,
sure. You can't help but do that. I look at it and go, "Oh,
why didn't they do it that way? They weren't confident in
the decisions they made, and now they're overcompensating."
But at the same time, I look at commercials and say, "Oh my
God, I would love to have done that job." And I'm usually
really protective of animated stuff because of how people
judge it.
HEINTJES: So you'll
see Red Bull commercials and think they did an OK job on it.
SEDELMAIER: Well,
I like the Red Bull stuff in particular. I know how they're
done because we were asked to look at the stuff and see if
we could do it. I told them yes, of course we could do it.
But if you want it to look just like this, what are we contributing
to it? They were just looking for other studios who could
do it without changing the way it looked, but I think most
of that work is done overseas because they had a presence
overseas before they came to the United States. I think it's
still done overseas. But they're fine. One benefit that Red
Bull has is that they have the same presence on TV that they
have on radio, so it makes sense in terms of a marketing campaign.
If they wanted to print, they could, and it would still work.
HEINTJES: When
your studio signed on to produce the first season of Beavis
and Butt-Head, you were committing to producing 120 minutes
of animation in five months. I guess the question is, what
were you thinking?
SEDELMAIER: We
weren't thinking, because we didn't know any better. No one
knew any better. I got calls from people in the industry who
had been approached about the project or who knew about it,
and they asked me basically the same thing you asked me. Only
then it was, "What are you thinking? Are you nuts?" My response
was, "I don't know." I knew that for the first time, here
was a situation where there was a very convenient combination
of elements that were all coming together. Andy Arkin, who
represents me, and I both knew Abby Terkuhle. Abby was the
guy who was originally in charge of on-air promotion at MTV,
and I had worked with him on a couple of the 10-second IDs
for MTV. Later on, he became in charge of MTV animation. Abby
had contacted Andy, and Andy suggested bringing me in.
HEINTJES: What
was it like seeing Mike Judge's drawings of Beavis and Butt-Head?
SEDELMAIER: When
I saw them for the first time, I found myself laughing, almost
against my better judgment. I had never seen such naive animation,
let alone animation that was being contemplated for use on
an ongoing basis. That was exciting and intriguing. The structure
of the show consisted of a good deal of them on the couch,
and anything they did outside consisted of formulas and cycles.
A raucous and unique vision held it all together, and everyone
could relate to that vision. Everyone has known a "Beavis"
and a "Butt-Head," if they haven't been one themselves. Simultaneously,
Andy and I had been forming a relationship with guys named
John Whitney and David Lippmann, who ran a company named USAnimation,
which later became VirtualMagic. They had this idea of compiling
a library of images that you could call up on a computer.
Normally, I wouldn't be interested in that sort of approach
to animation, but here, everything was just making sense.
HEINTJES: So 120
minutes was not really 120 minutes.
SEDELMAIER: It
wasn't tangible. I don't know that it would have been tangible
under any circumstance. Our studio had only been open about
a year and a half, and at that point, the industry was different.
There were a lot more people available on a very hungry basis.
The industry really needed something like Beavis and Butt-Head
to make people say, "You know, this animation thing can really
be used for things other than ducks and bunnies."
HEINTJES: What
it was like to collaborate with Mike Judge on the first season
of Beavis and Butt-Head? SEDELMAIER: Since Beavis and Butt-Head
were created by Mike,
I had to concentrate more on corralling the talent together
that was going to be able to grasp a project that didn't follow
normal animation rules. I also had to be the "in-studio" eyes
that could keep consistency on track. Everything was subject
to Mike's approval, but we had to have stuff pretty pulled
together before we showed it or it'd be a waste of time. I'd
say the hardest part of the process was reminding the people
to look/see what they were working on. Beavis and Butt-Head
was unlike anything done in animation before. Its naive look
was a bear to maintain in a series structure, because people
just naturally fall into formulaic devices in longform production.
If we had done that with Beavis, it would've ceased to be
effective. We also had to design new characters that could
appear to be created by the same hand, in this case Mike's.
Anyway, Mike and I went through all the art at the studio
in White Plains--MTV actually moved him from Texas to Port
Chester, N.Y., to be in proximity to our studio. He was a
whirlwind of energy and dedication. He'd go from looking at
art in the studio and then make the 20-mile jaunt into the
city to supervise writers and record a majority of voices
himself. In short, I held down the northern portion of the
production while MTV handled the city. The films he did on
his own--"Frog Baseball," "Peace, Love and Understanding"--basically
wrote the vocabulary we needed to translate Beavis and Butt-Head
into a series. I do think it must've been a bit overwhelming
initially for Mike to have the responsibility of supervising
a huge production based on stuff he'd done on his own.
HEINTJES: When
your name appeared on the TV Funhouse title card on Saturday
Night Live, everyone suddenly knew who you were. You must
have felt like one of those guys who works for years to become
an overnight success.
SEDELMAIER: Well,
I already had a reputation as a creative person. I wouldn't
have been able to open a studio if I didn't have a reputation.
But that was a totally different experience. It was great,
but it was different.
HEINTJES: You went
from working in relative anonymity to having a hand in creating
what became pop-culture icons in The Ambiguously Gay Duo.
How did your studio deal with that change?
SEDELMAIER: It
was a slow change. It all felt natural. It was interesting
how the cartoons were garnering their own following--justifiably
so--separate from Robert Smigel or me or anyone associated
with them. The Post, the Daily News, the Tribune in Chicago
and all these other media outlets were glomming onto the cartoons
and were saying that this was the best thing to happen to
Saturday Night Live in years. The Ambiguously Gay Duo garnered
their own fan following! That was the most exciting things
to watch. We'd seen it happen with Beavis. We were in the
credit roll on Beavis, but we didn't have a title card. The
title card was the most intensive crash course in branding,
regardless of how I'd been involved with it in commercials
and how I could effectively speak about it and lead clients
through the branding process. It's funny--we haven't done
one in more than two years, and we still get people calling
us and e-mailing us like we still do them.
HEINTJES: What
was your initial reaction to the concept of superheroes with
uncertain sexual orientation?
SEDELMAIER: When
I got the first script from Robert Smigel, it was the first
time I laughed out loud at a script. I've read lots of stuff
that I knew was funny, and I could envision how it would be
funny, but this truly was hilarious. With my association with
comic books, everything fell into place. We were lucky to
have started the cartoons together--Robert got the chance
to get up to speed with the animation process, and I got a
chance to work with him in a way that benefited me.
HEINTJES: Prior
to The Ambiguously Gay Duo, you collaborated with Robert Smigel
on another Saturday Night Live parody commercial, "Cluckin'
Chicken," in which a freshly decapitated chicken's head gives
the audience a tour of how the restaurant's fast-food chicken
is produced. What kind of response did you get to that?
SEDELMAIER: It
was tremendous. That was the first time I'd been involved
with something that stirred and entertained people to a level
that I had not done before. After we did that for Saturday
Night Live, I immediately put it on our sample reel. It was
just a dream to have something that combined animation with
the advertising angle.
HEINTJES: "Cluckin'
Chicken" was your first collaboration with Robert Smigel.
SEDELMAIER: That's
how we met. It was right before we started working on Beavis.
We met through Jim Signorelli. Jim is the guy who runs the
film unit and does all the commercial parodies. Jim and I
are friends, and we had been talking about doing a commercial
parody. I had been thinking about a serial thing with animation
and live action. Robert was still a staff writer at that time.
Working on "Cluckin' Chicken" was the worst production experience
I'd ever had. I said things to Robert Smigel that I had never
before said to anyone in a professional situation.
HEINTJES: What
made it so difficult?
SEDELMAIER: Oh,
he was changing everything right and left. We didn't have
the schedule, we didn't have the budget. It was my first time
working with Saturday Night Live
and it was just a terrible experience. Tom, I made it very
clear to him that I was not happy. It was very strange, then,
when I got a call from NBC. They were going to do a new show
with this guy named Conan O'Brien, and they wanted me to come
for a meeting. At the meeting, the producer's there, Conan's
there, Andy [Arkin] is there, and in walks Robert! I thought,
Oh my God, it's a setup! I'm totally self-centered, like NBC
is going to set up J.J. Sedelmaier, but it was the only explanation!
I said these things to this guy, and here comes the payback!
So, I said "hi," and he said, "Hey, how's it going?" I asked
him why he was at the meeting, and he said, "I'm the executive
producer and the head writer, and we want to do an animated
title sequence." I said, "Hold it, just stop. I said some
really bad things to you, and you called me in because you
want to do some things together again?" He said, "Everyone
says those things to each other." So that sort of established
the ground rules [laughter]. While we were doing the Saturday
Night Live stuff, there were times when we would clash, but
it always went away. We still stay in touch and there's still
stuff we want to do together.
HEINTJES: Regarding
the Ambiguously Gay Duo, it's interesting that much of the
humor comes from the speculation of whether they're gay--it
doesn't matter if they are or not.
SEDELMAIER: Bighead
and Brainio have an ongoing debate about whether Ace and Gary
are gay. Bighead is obsessed with them being gay. Brainio
says, "Chill out--even if that's the case, what's the difference?"
HEINTJES: You also
produced the "Fun With Real Audio" shorts for Saturday Night
Live. How did those come about?
SEDELMAIER: We
had originally done The Ambiguously Gay Duo for The Dana Carvey
Show, which was short-lived. Then, the summer before the following
season of Saturday Night Live, Robert called me and said,
"What if we did some cartoons for Saturday Night Live?" I
asked him what he meant, and he said, "We would just do some
cartoons!" I told him I would love to do them, but I didn't
know what he wanted or anything. We started talking about
how they had to be topical. He had this idea of using the
real audio of a Ross Perot and Larry King interview. Before
I knew it, we were doing this cartoon that had to be done
in three weeks.
HEINTJES: That
"Fun With Real Audio" adapted Barry Blitt's style to the animation.
How did that decision come about?
SEDELMAIER: I was
applying the approach I was using for commercials, which is
to understand the concept and use the visual style that will
push the concept even further. The Ross Perot-Larry King piece
had political undertones, and it involved caricatures. I had
a relationship with Barry, and it was a chance for us to work
together. After doing it--and it's one of my favorites--the
idea of using an outside artist was really prohibitive in
terms of scheduling and budgeting. It was really going to
cause a strain on my relationships with the individual artists.
I wanted to concentrate on the production to get a good cartoon,
and I could tell I was going to spend more time keeping people
happy.
HEINTJES: With
all the cross-hatching in Barry Blitt's work, I would have
thought his style would be really difficult to animate.
SEDELMAIER: If
you look at it closely, you realize that it's two, maybe three,
drawings that are repeated, and the mouths changed. Barry
did layouts that basically captured each scene. Then we added
animated touches to it. Over the course of three years of
doing them, the cartoons evolved and "Real Audio" began to
take on its own look, which was this kind of watered-down
caricature. It wasn't great design, and it wasn't great animation,
but the idea was so terrific. I came to understand that if
the look had a fuller design, it would have only gotten in
the way of how gutsy and raucous the idea was. It was really
a lot more effective because of its crudeness. There aren't
too many instances where you can say that without rationalizing
it, but this was one of them. The crudeness was itself a design
device, which now has been understood and picked up by advertising.
We did a series of FootJoy commercials, "The Golf Gods." That
was clearly inspired by the Saturday Night Live stuff, and
people have begun to understand that it's the whole package,
working together, that makes it successful.
HEINTJES: How were
you perceived in the industry prior to the attention you received
as a result of TV Funhouse?
SEDELMAIER: My
reputation was probably as a very creative producer, even
though I had directed stuff. My reputation was as a producer
who seemed to be directing simultaneously. I steered that
into a reputation as a director who was ultimately going to
take responsibility for the production end by being his own
producer.
HEINTJES: Occupying
those dual roles must have relieved your clients.
SEDELMAIER: It
was a relief to them after they knew how it was going to work
with me. It's unusual for a director to produce his own stuff,
mainly because most directors want to be insulated from the
process that producers have to deal with. When the people
from the agency are talking about money and schedules, it
sometimes takes me down a notch in their eyes. "Why should
we be dealing with him? He's the director." I think they eventually
understand. If they don't understand, there's nothing I can
do about it. It means I can't take on as much work, but the
work I can take on, I'm intimately involved with. I bring
it in, and then I decide how it gets handed out within the
studio.
HEINTJES: You
could have continued producing TV Funhouse as long as you
wanted, but you chose to walk away from it. What prompted
that decision?
SEDELMAIER: First
of all, we were very busy with commercials. Regardless of
how much visibility [the Saturday Night Live cartoons] were
giving us, we had done it. It had become a machine, and for
the most part, the people who work in the studio--myself included--we
thrive on stuff that has problems that need to be solved.
In one sense, we're gluttons for punishment. I think everyone
in the studio was relieved when we ended it. The commercials
were more interesting than the Saturday Night Live stuff had
become. I wanted to see how we could apply some of this Saturday
Night Live stuff we had learned to other realms. We all felt
like it was visible and it was great to have that visibility,
but it was "been there, done that." Also, we started getting
calls from advertising agencies saying, "We really love the
Saturday Night Live stuff--would you ever consider doing commercials?"
[laughter]
HEINTJES: You also
declined to produce the second season of Beavis and Butt-Head.
SEDELMAIER: That
was because we would have been destined to become a wing of
MTV.
HEINTJES: You probably
had to devote your studio entirely to MTV for five months
while you produced the animation.
SEDELMAIER: And
after we finished it, we essentially handed our studio over
to MTV. There was no way I was going to keep 50 people on
staff, and I never want to get that big again.
HEINTJES: What
is your normal staffing level?
SEDELMAIER: A nice
combination is about 12 people. I think I've got eight now.
They weren't all on premises, but if they weren't on premises,
they were coming in with the work.
HEINTJES: It must
have been strange not knowing everyone's name.
SEDELMAIER: Oh,
it was. There was a lot of, "And you are . . . ?" Before we
finished Beavis, we had talked about doing more of them, and
we decided no. Three-quarters of the people in my studio went
over to MTV, and that's how they started MTV Animation.
HEINTJES: After
Beavis and Butt-Head, you began producing "Schoolhouse Rock"
for ABC.
SEDELMAIER: That
could not have been more of a polar opposite from Beavis and
Butt-Head! I always thought the old ones were very well done.
That was a wonderful thing to be a part of, because it hadn't
been done for a few years. They had reinstituted the law that
required networks to do a certain amount of educational programming.
HEINTJES: In 1998,
you produced an animated commercial for the Episcopal church
in Maryland. That commercial could have been considered quite
irreverent--it featured a cardigan-clad father trying to persuade
his son, Timmy, to attend church by saying, "Not only will
you get to learn about the wages of sin and eternal damnation,
but you can learn to play fun games like Bible sword drill
and sing inspiration songs like ÔKumbaya' and ÔI've Got Joy,
Joy, Joy, Joy Down in My Heart.'" Timmy then walks into the
street to face oncoming traffic rather than go to church--pretty
pointed stuff. How did that spot come about?
SEDELMAIER: I knew
Jeff Hopfer from the Richards Group in Texas. He was an art
director I'd worked with even before we opened the studio.
He and his copywriting partner, Ron Henderson, told me that
they had a pro bono client, the Episcopal church. They had
already done a print campaign, but they had an idea for a
30-second spot. They sent me a four-line treatment of the
idea and the print ads they had done. The print ads were so
brilliant--they were a poke in the eye with a hot poker. One
was a Renaissance painting of Christ on the cross, and it
looked like it had been painted on wood. You could see the
texture of the paint. Scratched in white letters over the
painting were the words, "Of course, we accept people with
body piercings." There was another with an out-of-focus cross
with the words, "For Christ's sake, get in here!" They were
amazing. I spoke to the church's pastor ahead of time and
asked him how they would get away with a campaign like this,
and he said, "The archbishop said to get a new flock." I foresaw
this commercial getting mentioned in the New York Times's
advertising section. This project would clearly get publicity,
and that's exactly what happened. I sent it to the New York
Times, and they not only talked about it, but they mentioned
my name as the director and the owner of the production company,
which they almost never do because they only talk about clients.
My association with Saturday Night Live helped, because here
is the guy who was doing animation for Saturday Night Live
now doing animation for a church. MSNBC picked up on it, so
it got national airtime that it wouldn't have otherwise gotten.
Bob Garfield of Ad Age picked up on it and gave it no stars.
He thought it was the worst, most blasphemous piece of animation
that would possibly be done. He didn't get it; he said it
was directed toward young parents, and it had nothing to do
with young parents. Because he was the advertising critic
for Good Morning America, he came on and proceeded to introduce
it as the worst spot of the year and then proceeded to talk
about it for 15 minutes, and I think they showed it three
times [laughter].
HEINTJES: That's
the kind of criticism you'll gladly accept.
SEDELMAIER: Oh,
it was like the stamp of approval! It was great.
HEINTJES: How did
you begin producing the "Captain Linger" spots for Cartoon
Network?
SEDELMAIER: Captain
Linger came from Stuart Hill at Cartoon Network. It was his
idea. He's been great to work with, and we're trying to keep
Captain Linger going because not only do we love it, but everyone
who has seen it loves it. Stuart's initial vision was having
it look like a "Rocky and Bullwinkle"-type piece. I told him,
"If we do it like Rocky and Bullwinkle, you automatically
know something stupid or silly is going to happen." I suggested
that we not only play it straight, but have the drawings look
like a Curt Swan-type comic book--a straight-ahead comic book
with no sense of humor.
HEINTJES: You wanted
an archetypal look.
SEDELMAIER: Exactly.
Then, you establish a tone and people think they know what's
going on, and then you hit them with something else. "Hold
on--what's going on here?" I think that approach made it a
lot more effective.
HEINTJES: Your
studio can go from something that really pushes the envelope,
like a lot of what we've been talking about, to something
that is sweet and gentle, like the "Quilters" ad campaign
that adapted Bonnie Timmons's illustration. That sort of flexibility
must be very beneficial in your industry.
SEDELMAIER: People
who hear me explain my feelings about animation know that
I say animation is a craft that has no identity. Animation
is a form of film that uses created graphics in sequence.
HEINTJES: But no
one would look at a spot you've done and say, "There's the
Sedelmaier Productions house style at work."
SEDELMAIER: They
could identify our sensibility. But that's the fun part of
what we do. Using the right tool for the right job is the
fun part of the craft. I'm the first one to say--much to people's
chagrin, sometimes--"Is this really something you want to
use animation for?" And there have been plenty of times when
I've gotten my hands on live-action boards and have been able
to convince people that it should be animated. When I opened
the studio, there were some people who said, "You've got to
have a style to hang your hat on." They were essentially saying
that you've got to have something to allow people to pigeonhole
you. I understood why they were saying it, but thank God I
didn't listen too closely. Now, you get people wondering how
one studio can be behind all this.
HEINTJES: Are there
products that you would be morally opposed to producing commercials
for?
SEDELMAIER: Well,
I wouldn't do a tobacco ad.
HEINTJES: So you
bring your own set of values to what you do.
SEDELMAIER: There
were times that a script for Saturday Night Live would go
too far, and we'd have to say "no."
HEINTJES: What
kind of material would it be--drugs? Sexual innuendo?
SEDELMAIER: Sexual
innuendo. If it were drug-related, it wouldn't be positive,
and then I wouldn't have a problem with it. But with the sexual
thing, it can go the toilet-humor route and it can make people
uncomfortable. When it's uncomfortable working on it or being
associated with it, we'll draw the line. If I'm sending a
reel to a friend of mine, I'll tell them they should screen
it first, so they can decide for themselves. The reel could
contain anything from the Saturday Night Live stuff to the
ad for the Episcopal church. You might think you have your
friends figured out, but you want to give your friends the
opportunity to say, "You know, I like J.J., but this time
he's gone a little bit too far."
HEINTJES: Recently,
you've begun doing print cartooning for markets including
Playboy and Esquire. What has that experience been like for
someone who is primarily used to working in animation?
SEDELMAIER: Oh,
it's been great--thrilling!
HEINTJES: It's
ironic that you couldn't get your foot in the door at Marvel
or DC, and now you're doing work in the comic-book format
for much more prestigious markets.
SEDELMAIER: Well,
I didn't really give DC and Marvel a good shot. It wasn't
like animation, where I could sort of slide in and get my
fingers dirty. When I found out the reality of it . . . the
comic-book thing was a dream that modified itself because
it wasn't what I thought it was. Thank God!
HEINTJES: As a
storyteller, what are the differences between animation and
print cartooning? Obviously, in animation you control how
long the viewer sees something and when the action moves on,
which is not the case in print. Are there any storytelling
or structural challenges in print that you encounter?
SEDELMAIER: They're
two completely different worlds! I'd say that in both realms
I try not to be broad or overplay the shot. Especially in
print, I'd rather present a visual with subtleties than shtick.
I try to use shtick only as a device in, for example, a parody
or satire, not as a regular element of expression. I find
that print is a much more intimate process. You just don't
need to involve as many hands. I still find it quite refreshing
to be able to "dwell" on a panel so long before I feel it's
completed. Sometimes I act as an art director, sometimes I
do the actual art. Sometimes I stick my fingers in other's
work, sometimes I step back. This goes for both realms. But
in many ways, print is a simpler, calmer process for me.
HEINTJES: Have
you enjoyed the process of exploring in print properties that
you've animated?
SEDELMAIER: The
process has been great, because they're coming to me to do
a variation of something I've done, but I get to explore a
different realm. I've gotten to think about things more in
terms of print. It's been great, and I'm just scratching the
surface.
HEINTJES: When
you're talking about Spider-Man, a person is usually a Steve
Ditko fan or a John Romita fan. Who was your favorite Spider-Man
artist?
SEDELMAIER: I was
a Romita man, but I think Ditko is absolutely brilliant. To
me, Romita was the Curt Swan of Marvel. John Buscema was like
the Alex Raymond of Marvel. There were other artists I liked
. . .
HEINTJES: Jack
Kirby?
SEDELMAIER: Jack
Kirby was in a class by himself. There was nobody like him.
HEINTJES: Artistically,
he was a force of nature.
SEDELMAIER: He
was amazing. But I actually met Ditko. One day I was walking
down the street in Manhattan, and I happened to glance inside
the lobby of a building. My eye went to the register, and
there was "S. Ditko." I went to the guard at the desk and
asked him if that was Steve Ditko. He said he didn't know,
and I asked him if I could go up to the apartment. He said,
"Sure," so I went up.
HEINTJES: That's
good security, by the way.
SEDELMAIER: Well,
this was years ago [laughter]. The building looked modern
from the outside, but inside it looked like something from
The Maltese Falcon. I found the room number, and there's a
sheet-metal door. I knocked on the door, and it opens about
four inches. This guy peers out, and I saw the drawing desk
in the back. I asked, "Are you Steve Ditko?" and he said,
"Uh . . . yeah." I said, "I just saw your name downstairs,
and I wanted to come up and tell you how much I've always
enjoyed your work." He said "OK" and closed the door. That
was it! [laughter] And from what I understand, that was a
pretty involved conversation!
HEINTJES: You've
worked with newspaper cartoonists and magazine cartoonists
in your animation work. Have you worked with comic-book artists?
SEDELMAIER: I recently
had the chance to work with Neal Adams. An agency had called
me in to direct an animatic. That's unusual, because animatics
are test films, but they wanted it to test in a form that
was close to the way it would ultimately be done for final.
Neal has an animatic company called Continuity Associates.
When I moved to New York, he was one of the people I wanted
to meet, and now I'm working in tandem with him! I'm essentially
designing characters that he and people in Continuity are
working with. Talk about ironic! I would love to work with
him in the reverse sense, where I get to fully animate his
stuff. I've gotten to know Alex Ross.
HEINTJES: I saw
a painting he did of The Ambiguously Gay Duo! It was on his
website. It looks fantastic.
SEDELMAIER: His
work is fantastic! And his stuff has no business working!
[laughter] It does everything that live-action people would
like their characters to do, which is to be able to exist
in a realistic realm and not look like total idiots. I keep
thinking of that long shot in the first Batman film, where
Batman and Kim Basinger are running down the street to the
Batmobile. It shows no sensitivity to why comic books work
in their form and why film works in its form. Here Tim Burton's
got this whole dark mood going, and they do this long shot,
and all I can say to myself is, "Hey--there's a guy dressed
like Batman running down the street!" But Alex Ross has control
of the framing and control of the dynamics of it, and the
fabric in the costumes has wrinkles . . . short of it feeling
like socialist propaganda, it's terrific! I buy right into
it!
HEINTJES: How did
his painting of The Ambiguously Gay Duo come about?
SEDELMAIER: After
doing the Playboy Ambiguously Gay Duo comic, it occurred to
me that at some point I would love to package the strip with
a cover and maybe someday do a whole J.J.Sedelmaier Productions
comic book. I remember reading my father's Captain Marvel
comic books from the 1940s, where C.C. Beck would do a realistically
rendered cover for an issue, even though the strip itself
was relatively cartoony. That's when Alex popped into mind.
I tracked him down, asked if he'd be into it--he was, obviously--and
with just a few faxes back and forth, we came to a graphic
conclusion as to what it would look like. I wanted it to take
full advantage of what he is about as an illustrator while
addressing what Ace and Gary are about. It's a wonderful example
of a satire of a parody. Not only were Alex and I was able
to poke fun at The Ambiguously Gay Duo, but he got a chance
to poke fun at himself, too! Getting to work with these people--Doug
Fraser, Garry Trudeau, George Booth, Al Hirschfeld--I love
that part of what I do. I talk to my father about it, because
he loves comic books and cartooning, too. He totally understands
why I feel so lucky. And it's not like I'm just meeting them
at a convention or something; we're working in tandem, doing
what we both do best.
HEINTJES: Your
father must be proud of his son.
SEDELMAIER: Yes
he is, and I'm lucky to have had an upbringing from both parents
that encouraged me to do whatever I wanted to do and be creative.
HEINTJES: Your
father has had his own groundbreaking career. Has he ever
looked at any of your stuff and said, "I can't believe you
did that!"?
SEDELMAIER: I love
the Home Savings Bank ad as a parody. He looks at it and says,
"You know, I hated it then, and I still hate it." He hated
that style in the '50s when he had to deal with it while he
was working at ad agencies. When he looks at it now, he still
thinks it's ugly, but he understands that that's the point
of it. He knows I'm not working in that style because I have
no other choice. The last thing I have to worry about it whether
he "gets" it. He gets the proverbial "it." He's had to deal
with it on higher levels because of the status of live action
in the film-production world.
HEINTJES: Do you
think you can get away with a lot more nowadays than he could
in his day?
SEDELMAIER: Yeah,
except he got away with a lot more than anyone did. He was
breaking ground in areas where people didn't even realize
ground needed to be broken. If there's anyone responsible
for changing people's perception of advertising, certainly
it's him. He did it by dispelling the myth that things had
to be superficial and plastic if you're trying to sell something.
That's something that's very exciting to see in any artist's
work, let alone your own parent. To be a part of that heritage
is just great.
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