Building Pixar, Working With Steve Jobs, and Cultivating Creativity | Ed Catmull
Ed Catmull (speaker B), Pixar co-founder and former president of Pixar and Disney Animation, in a 95-minute conversation with David Senra (speaker A) that is really a masterclass in building the *mechanisms* of honesty and the *culture* that outlives the founder. His core institution is the Brain Trust — a way to surface truth that most companies only pretend to have: **'Every company says they do that. Most of them are full of shit... What they've got are people around them who are telling them what the leader wants to hear.'** It works because the discussion stays on the problem, not on who's right, and because **'the people with power, either real or perceived power, need to shut the hell up for the first 10 to 15 minutes'** so they don't set the tone. Steve Jobs is the recurring case study in productive disagreement: he fired two Pixar board members because they never disagreed — **'if they don't disagree with me, then they aren't bringing any value to the company'** — and Catmull was deliberately kept out of the Brain Trust and used Steve as a fresh 'outside force,' noting Steve never said anything in those rooms that hadn't already been said, but was so clear it 'broke through.' The creative philosophy is just as transferable: pick hard problems because **'the fact that it was hard is what's going to make it different'**; refuse a mission statement because **'a mission statement is an answer when typically we should always be asking questions'**; treat 'quality is the best business plan' as the antidote to Jack-Welch short-term-growth thinking (he cites GE's hollowing and its disciples wrecking Boeing); and judge a stuck film by the spirit of the team, completing 21 of 22 films started (vs Disney's 10 of 11). The most personal threads land closest to home: after achieving his 20-year goal (the first computer-animated feature), Catmull fell into a 'now what?' year and a new mission — build a company that outlives him — having watched founders hit the Fortune cover then 'pop like a bubble'; he wrestled with 'how much of this was me?' and concluded that trying to answer it 'is an act of separation' — **'how much can I do on my own? It's not the right question. It's how much can I do with others.'** And the calibration line worth stealing: **'I'm wrong half the time'** — knowing it just means he catches it earlier. Throughout, candour, knowledge-sharing (he published everything to attract the best) and treating technologists and artists as true peers are the load-bearing culture.
Key points
- The Brain Trust is a built mechanism for candour, not a slogan: most companies' 'truth-seeking' is 'full of shit' because subordinates tell leaders what they want to hear; Pixar's version works because 'the discussion is always about the topic, it isn't about who's right,' and it gives a vulnerable creative team space to actually listen.
- Power distorts the room, so it must go quiet first: 'the people with power, either real or perceived power, need to shut the hell up for the first 10 to 15 minutes' — if a powerful voice speaks early it sets the tone; Steve Jobs was banned from the Brain Trust because his voice was so strong it would derail the dynamics regardless of timing.
- Disagreement as the test of value: Steve fired two Pixar board members for never disagreeing ('if they don't disagree with me, then they aren't bringing any value'); he and Catmull disagreed constantly, and roughly a third of the time each conceded, a third Catmull 'just did what I wanted' — and Steve was fine with it because they'd genuinely discussed it ('there's no upside in being wrong').
- Steve as a fresh 'outside force': used at board screenings (the morning 'how's it going, Ed?' calls where Catmull would flag a problem but 'never tell him what to think'); crucially, Steve 'never said anything that had not been said by somebody else before,' but was so clear and articulate it 'broke through' where familiar colleagues got tuned out — and the leader's real job is to 'observe and manage the dynamics.'
- Hard problems are the strategy: easy problems yield derivative, mediocre work, but 'if you take on a hard problem and you just keep pushing at it, then the fact that it was hard is what's going to make it different' (a rat that wants to cook — 'nobody's going to copy it').
- No mission statement, by design: 'a mission statement is an answer when typically we should always be asking questions' — keeping the company perpetually asking 'are we doing the right thing?'; paired with John Lasseter's 'quality is the best business plan' as the explicit opposite of short-term-growth management (Catmull's cautionary tale: Jack Welch / GE in 'The Man Who Broke Capitalism,' whose disciples then damaged Boeing).
- Judge a stuck project by team spirit, and push things through: early work always 'sucks,' so the basis to continue is whether the team is 'really working together... laughing and then they're angsting' — Pixar completed 21 of 22 films started (Disney 10 of 11), and the one rule on directors is they 'can't lose the team' (changing directors on Toy Story 2 and Inside Out).
- Calibration as a habit: at New York Tech half his management theories were 'a crock,' and that ratio holds for life — 'I'm wrong half the time' — but assuming so means 'I catch it earlier... spend less time on the wrong decision,' which only looks like a better record.
- The post-achievement void and the real mission: after delivering his 20-year goal (the first CG feature), Catmull hit a year of 'now what?', having watched Silicon Valley founders make the Fortune cover then 'do something obviously stupid and pop like a bubble' — so his new mission became building a culture sustainable enough to outlive him; and wrestling with 'how much of this was me?' he concluded the question itself 'is an act of separation,' landing on 'how much can I do with others?'
- Culture as the uncopyable moat: Disney had the contractual right to inspect everything Pixar did and never asked (they 'stopped thinking' at 'it's just John and Ed and Steve, we can't copy that'); Pixar deliberately dissolved first-class/second-class silos so technologists and artists were true peers, shared knowledge openly (publishing everything to attract people who 'wanted to be part of a bigger community'), kept few rules ('as soon as you make more rules, people worry about permission'), and let fun and custom workspaces grow bottom-up as 'a sign of health' — the same positive-sum instinct George Lucas had in wanting the whole industry healthy ('you have a vested interest in wanting the rest of the industry to be healthy').
Notable quotes
Most of them are full of shit, all right? What they've got are people around them who are telling them what the leader wants to hear.
If they don't disagree with me, then they aren't bringing any value to the company.
the people with power, either real or perceived power, need to shut the hell up for the first 10 to 15 minutes.
if you take on a hard problem and you just keep pushing at it, then the fact that it was hard is what's going to make it different.
A mission statement is an answer when typically we should always be asking questions.
Well, how much can I do on my own? It's not the right question. It's how much can I do with others.
if I know that I'm wrong half the time, that I catch it earlier. I spend less time on the wrong decision.
you have a vested interest in wanting the rest of the industry to be healthy.
Themes
- mechanisms for honest feedback (the Brain Trust)
- disagreement and candour as the engine
- quality over short-term growth
- building a culture that outlives the founder
- technology and art as peers
Mentioned
People
Companies
Ideas
- the Brain Trust (honest-feedback mechanism)
- disagreement as the test of value
- power must speak last
- candour over politics
- hard problems make distinctive work
- quality is the best business plan
- questions over a mission statement
- embrace early work being bad
- a director can't lose the team
- wrong half the time (calibration)
- the post-achievement void
- how much can I do with others (ego vs separation)
- positive-sum industries
- dissolving first-class/second-class silos
- few rules / bottom-up fun
- technology and art as peers