
Creativity, Inc.
10 minOvercoming the Unseen Forces That Stand in the Way of True Inspiration
Introduction
Narrator: For thirteen years, a long, skinny table sat in the main conference room at Pixar Animation Studios. It was elegant, chosen by a designer favored by Steve Jobs. But it was also a silent creativity killer. During important meetings, the table’s shape spread people out, making eye contact difficult and creating an unintentional hierarchy. People in the middle felt important; those at the ends felt marginalized. Ideas from the edges of the room struggled to reach the center. One day, after a meeting in a different room with a small, square table led to a much better, more inclusive conversation, the problem became obvious. The table, a physical object, was an unseen force stifling communication. This simple realization—that even the shape of a table can inhibit a team—is at the heart of the profound management philosophy explored in Ed Catmull's book, Creativity, Inc. Catmull, a co-founder of Pixar, reveals that building a successful creative culture isn't about finding a magic formula, but about relentlessly hunting for these hidden problems, like the long, skinny table, that stand in the way of true inspiration.
The Braintrust and the Power of Candor
Key Insight 1
Narrator: At the core of Pixar’s creative process is a group called the Braintrust. This isn't a typical executive feedback session; it's a meeting of experienced storytellers who provide candid, problem-solving feedback on films in progress. The Braintrust was born from crisis during the troubled production of Toy Story 2. The film was originally a direct-to-video sequel, and the story was simply not working. With the project on the verge of collapse, John Lasseter and the original creative team stepped in. Their intense, collaborative, and brutally honest meetings to fix the film became the model for the Braintrust.
Catmull explains that the Braintrust works because of two key rules. First, the group has no authority. They cannot force a director to make any changes. This is crucial because it separates the feedback from the power dynamic. The notes are given in a spirit of help, not as a mandate. Second, the feedback must be candid and specific, focusing on the problem, not the person. The goal isn't to prove who is right, but to collectively diagnose why a story isn't working. This creates a safe environment where directors can be vulnerable and open to criticism, knowing the group's only agenda is to help make the movie better. This institutionalized candor, Catmull argues, is the engine that drives Pixar’s films from their initial, often flawed, states—what he calls "suck"—to the polished, emotionally resonant films the world sees.
People Are More Important Than Ideas
Key Insight 2
Narrator: One of the most profound lessons Catmull learned came from the near-disaster of Toy Story 2. The experience led him to a core principle: great teams are more important than great ideas. He often says, "If you give a good idea to a mediocre team, they will screw it up. If you give a mediocre idea to a brilliant team, they will either fix it or throw it away and come up with something better."
The initial Toy Story 2 team was not the studio's A-team, as the most experienced talent was working on A Bug's Life. When the sequel's story fell apart, it wasn't the idea that was fundamentally flawed, but the team's inability to solve its problems. It was only when the original, brilliant team from the first Toy Story was brought in that the film was saved. They had the chemistry, trust, and collective skill to diagnose the core issues and rebuild the story from the ground up. This proved to Catmull that the focus should always be on assembling the right group of people. A brilliant team has the resilience and creativity to navigate the inevitable challenges of a project, while even the best idea is fragile in the hands of a team that can't execute.
Catmull uses two powerful metaphors to describe the central tension in any creative organization: the "Ugly Baby" and the "Hungry Beast." The "Ugly Baby" is a new idea. It's fragile, unformed, and not yet beautiful. It's vulnerable and needs protection, nurturing, and time to develop. It's easy to dismiss because its potential isn't obvious.
The "Hungry Beast," on the other hand, is the relentless organizational need to produce. It’s the schedules, budgets, and production pipelines that demand a constant stream of content to justify the company's existence. The Beast is always hungry and doesn't have patience for the slow, messy process of nurturing an Ugly Baby. Catmull saw this firsthand at Disney Animation before he and John Lasseter took over. The pressure to "feed the Beast" led to a focus on quantity over quality, resulting in a long creative drought. The challenge for any creative leader is to manage this tension. They must feed the Beast to keep the organization running, but they must also create safe, protected spaces where the Ugly Babies—the truly original ideas—can grow without being prematurely judged or devoured by the relentless demands of the production machine.
Uncovering the Hidden Problems
Key Insight 4
Narrator: Success, Catmull warns, can blind us. It creates hidden problems that leaders often fail to see until it's too late. He realized that as he rose into management, he was no longer "one of the guys." People started behaving differently around him, and he lost access to the unfiltered, candid information that flows in the hallways. This is the "Hidden"—the vast landscape of problems, dynamics, and truths that are invisible to those in charge.
These hidden problems can be as simple as a poorly designed conference table or as complex as a flawed mental model. For example, Pixar artists once spent weeks meticulously designing CD covers for a scene in Monsters, Inc. where they would only be a momentary blur on screen. This phenomenon, which they called "the beautifully shaded penny," wasn't due to laziness; it was a hidden problem caused by a lack of clear limits and context. The artists, driven by a desire for excellence, overbuilt the scene because they didn't know what was truly important. Catmull argues that a leader's primary job is to accept that these hidden problems always exist and to build mechanisms—like the Braintrust, Dailies, and Postmortems—that help bring them into the light.
Change and Randomness Are Features, Not Bugs
Key Insight 5
Narrator: Creative work is not a predictable, linear path. It is a journey filled with uncertainty, randomness, and constant change. Many organizations try to eliminate this unpredictability, but Catmull argues for embracing it. The most powerful example of this was the accidental, near-total deletion of Toy Story 2 from Pixar's servers. A single stray command erased 90 percent of the film. Panic set in when the team discovered that the backup system had also failed. The film was, for all intents and purposes, gone.
The project was saved by a random, unforeseen event. The film's supervising technical director, Galyn Susman, had been working from home to be with her newborn and had a copy of the film on her personal computer. This stroke of luck saved the movie. For Catmull, the lesson wasn't just about having better backups. It was about recognizing that unexpected events, both good and bad, are inevitable. A resilient organization doesn't try to prevent all risk; it builds the capacity to recover when things go wrong. It's like the old rule from British golf in colonial India, where monkeys would often steal balls from the fairway. Instead of trying to control the monkeys, they made a new rule: "Play the ball where the monkey drops it."
Conclusion
Narrator: The single most important takeaway from Creativity, Inc. is that managing a creative culture is not about managing people, but about building an environment that relentlessly uncovers and removes the hidden barriers to creativity. It’s a leader’s job to make it safe for people to be candid, to take risks, and to fail. Excellence isn't a goal to be achieved, but a continuous process of self-assessment and course correction.
Ultimately, Catmull challenges us to see that the structures we build—our teams, our meeting formats, even our furniture—are not neutral. They are either helping or hindering the creative process. The most challenging idea is that this work is never done. A healthy culture requires constant vigilance. So, the question to ask is not "How can we be more creative?" but "What is the long, skinny table in our organization, and how can we get rid of it?"