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    Filmmaker QA

    How Inside Out team played with emotions to produce one of Pixar's best

    Alex Bentley
    Jun 16, 2015 | 4:06 pm
    Scene from Inside Out
    Inside Out focuses on the emotions — Sadness, Fear, Anger, Disgust and Joy — inside the mind of an 11-year-old girl.
    Photo courtesy of Walt Disney Studios Motion Pictures

    For its latest animated film, Pixar has gone to a place almost nobody but it would think to go: inside the mind of an 11-year-old girl named Riley, to look at her five main emotions: Joy, Sadness, Fear, Anger and Disgust. The result, Inside Out (in theaters June 17), is a wonderful and emotional film that does much to restore the company's name after a few recent misfires.

    The film's co-director and co-writer, Pete Docter, along with producer Jonas Rivera, sat down for a roundtable interview about their inspirations for the film, the massive amount of research that went into it and why Pixar is so successful time after time.

    Round Table: What is the message you want to give the audience with this film?

    Pete Docter: The thing that we were talking about from the beginning is that each emotion in us has a specific reason for being there. Fear keeps you from getting hurt; Disgust keeps you from getting poisoned. But ultimately the real important thing that emotions give us is a connection between each other.

    If you really get down to what the most important things in everybody's lives are, it's always going to be your family and your friends, and those are the things you value.

    The people that you feel closest to, at least in my case, are people that you've had good times with, but also people that I've been scared for, that I've experienced loss and sadness with. It's really the emotions that gives those relationships depth.

    CultureMap: I love the little details you put in about how the mind works, like Joy's projecting lava when Riley jumps from the couch to the chair. How much fun was it coming up with ideas like that, and were there any you couldn't include for whatever reason?

    PD: Usually what you do is you come up with a big, long list. Most of them get thrown out, and you keep the top four or five for everything.

    Jonas Rivera: The Stream of Consciousness — that's one I sort of miss. We had this idea that, like the Train of Thought, there'd be this slow Stream of Consciousness through the world, and I thought that was really neat and beautiful. But again, there were so many ingredients that after a while ...

    PD: The story got really long.

    RT: When you're trying to design characters, obviously with emotions you don't have faces to start from. How did you go about creating the looks of the characters?

    PD: Well, we talked to psychologists, psychiatrists, neurologists and folks that could help us identify which ones there were and what jobs they had. And then I kind of wrote up a character description for them, and some of them were kind of quirky.

    Like, Anger likes meat — kind of non-intuitive things. But then we gave all that stuff to the character designers and they just drew; they filled the room with literally thousands of drawings. Some of them were great but didn't quite work for one reason or another. The characters kind of evolved and got honed over the months.

    JR: Pete had said, "I don't want them to be people. They're not little people. They're emotions, so they should look how our feelings feel."

    Joy would be like a star; she's always external and exuberant. Sadness was a tear drop. So even their shapes and colors echoed this. Fear was like a raw nerve, just this tight little line. Anger is a brick, this immovable brick. And Disgust is a stalk of broccoli. So their shapes were sort of borne out of that simple thinking and then fleshed out.

    PD: We also thought about idioms and phrases that we use, like "Feel hot under the collar" or "I feel blue." Things like that that might be clues as to how they could look. That was the job on the film to take this very abstract idea and make it physical so you could actually build this stuff.

    RT: How did you come up with the idea for the memory spheres?

    PD: With the memory spheres, the very first thought was that memories would be in jars, like Mason jars. It seemed kind of cool ...

    JR: Yeah, that's something you store on shelves. There was something less elegant about it. I just remember someone drawing it like a snow globe, and that felt a little more lyrical and beautiful. It just felt right, and we just sort of leaned that way.

    CM: Disgust doesn't seem to be as universal an emotion as the other four, as least not to me. What was the process for deciding how many and which emotions to use?

    PD: Different scientists have studied emotions, and they don't agree from one to another. So you'll talk to one guy who'll say there are basically three measurable concrete emotions. Another scientist will say there's 27. There's really no consensus, but the one thing that I think most agree on are the five that we chose.

    So disgust is one of them, and it's a really a response to prevent you from being poisoned. So when you give a little baby something bitter, they'll spit it out and then make this face, which we then come to use as the face for finding something gross.

    Now that's even come to mean something socially, if I see something doing something gross, I'll make that face. It is definitely a universal emotion. It's seen all around the world in every culture.

    JR: With disgust, we thought that was really great when we read the clinical definition and thought, "That'd be really great in this 11-year-old girl." We also found in the research that no one is more socially aware of external cues on the planet than an 11- to 17-year-old girl.

    Girls at that age pick up on more external cues than anybody, and so we thought that disgust would make sense. So she's got an important job.

    RT: How difficult was it to cast the different roles?

    PD: Some of them were a little more obvious. Even as I would pitch the idea, I would say, "Think of the fun we'll have when we get to voice casting. Like, imagine Lewis Black as Anger." And everybody would totally get that.

    Other ones we found relatively late. Even Joy was probably the toughest to write for because Joy as an emotion could lean a little annoying. She's just so energetic and wearying. We struggled with that for a while before we said, "All right, let's talk to Amy Poehler."

    Her character on Parks and Recreation is similar in that she's an overachiever. She's worked so hard to do what she's trying to do, and I think some of that is what makes Joy sympathetic. You feel like she's working her butt off to make this right for her kid.

    JR: Amy can really thread that needle of appeal and positivity, but we hope not too much that you don't buy it.

    PD: She and Bill Hader, and to some degree Mindy Kaling, were really involved in writing as well. We spent the lion's share of the work crafting the story, the structure and the emotional bedrock of the thing. And then we'd go to those guys and talk about individual lines — "Can we make this funnier?" or "Do you have any ideas for adjusting this to make it more clear?" — that kind of thing.

    RT: Pixar has been such a success over the years. Do you attribute that to the superior, relatable scripts, or is it the ability to take that script and mold it into characters we just instantly love?

    PD: I think it's because of the geniuses who work there. (laughter) But we do have amazing people — we have John Lasseter and Ed Catmull, who have crafted a system that allows us to make the calls. At most studios the creative calls are driven by executives who are not actually storytellers, they're more businessmen.

    In our case, John Lasseter is the final, final word, and he's a filmmaker, so that's pretty awesome. I know he's always thinking on behalf of the audience as opposed to who knows what else.

    JR: He's an executive, but he thinks and responds as a director, so that is pretty freeing and pretty rare. I've only been at Pixar, but it seems with everyone that I've spoken to that it's a pretty rare thing.

    I think the other thing is Pixar really gives us the time. We only release movies when we think they're good enough to release, which is why sometimes they even shift around a bit. That's sort of how we think it should be done.

    PD: And they know that we're going to make mistakes. At some point, every one of our movies sucks, and we're not just being modest; it's genuine. They're not very good.

    Thankfully everybody believes in us and the concept enough to move it forward and build on that. And then the next time it sucks a little less.

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    Movie Review

    Five Nights at Freddy’s 2 is better than the first but not by much

    Alex Bentley
    Dec 4, 2025 | 1:24 pm
    Five Nights at Freddy's 2
    Blumhouse
    Five Nights at Freddy's 2

    Blumhouse Productions first made their name with the Paranormal Activity series, establishing themselves as a leader in the horror genre thanks to their relatively cheap yet effective movies. In recent years, they’ve added on “soft” horror films likeM3GAN and Five Nights at Freddy’s to draw in a younger audience, with both films becoming so successful that each was quickly given a sequel.

    Five Nights at Freddy’s 2 finds Mike (Josh Hutcherson) and his sister Abby (Piper Rubio) still recovering from the events of the first film, with Abby particularly missing her “friends.” Those friends just so happen to be the souls of murdered children who inhabit animatronic characters at the long-defunct Freddy Fazbear’s Pizza, children who were abducted and killed by William Afton (Matthew Lillard).

    A new threat emerges at another Freddy Fazbear’s location in the form of Charlotte, another murdered child who inhabits a creepy large marionette. Mike, distracted by a possible romance with Vanessa (Elizabeth Lail), fails to keep track of Abby, who makes her way to the old pizzeria and inadvertently unleashes Charlotte and her minions on the surrounding town.

    Directed by Emma Tammi and written by Scott Cawthon (who also created the video game on which the series is based), the film tries to mix together goofy elements with intense scenes. One particular sequence, in which the security guard for Freddy Fazbear’s lets a group of ghost hunters onto the property, toes the line between soft and hard horror. That and a few others show the potential that the filmmakers had if they had stuck to their guns.

    Unfortunately, more often than not they either soft-pedal things that would normally be horrific, or can’t figure out how to properly stage scenes. The sight of animatronic robots wreaking havoc is one that is simultaneously frightening and laughable, and the filmmakers never seem to find the right balance in tone. Every step in the direction of making a truly scary horror film is undercut by another in which the robots fail to live up to their promise.

    It doesn’t help that Cawthon gives the cast some extremely wooden dialogue, lines that none of the actors can elevate. What may work in a video game format comes off as stilted when said by actors in a live-action film. The story also loses momentum quickly after the first half hour or so, with Cawthon seemingly content to just have characters move from place to place with no sense of connection between any of the scenes.

    Hutcherson (The Hunger Games series), after being the true lead of the first film, is given very little to do in this film, and his effort is equal to his character’s arc. The same goes for Lail, whose character seems to be shoehorned into the story. Rubio is called upon to carry the load for a lot of the movie, and the teenager is not quite up to the task. A brief appearance by Skeet Ulrich seems to be a blatant appeal to Scream fans, but he and Lillard only underscore how limited this film is compared to that franchise.

    Five Nights at Freddy’s 2 is better than the first film, but not by much. The filmmakers do a decent job of making the new marionette character into a great villain, but they fail to capitalize on its inherent creepiness. Instead, they fall back on less effective elements, ensuring that the film will be forgettable for anyone other than hardcore Freddy fans.

    ---

    Five Nights at Freddy's 2 opens in theaters on December 5.

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