A Bigger Prize: How We Can Do Better Than the Competition
Margaret Heffernan
Pixar co-founder Ed Catmull shows how fear of the boss, fear of mistakes and rigid plans choke creativity. He also shows how honest feedback, trusted teams, early failures and better workspaces keep it alive.

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Most managers want bold ideas and steady profits at the same time. They usually settle the conflict by playing it safe, and that slowly drains creativity from their teams. In Creativity, Inc., Pixar co-founder Ed Catmull, writing with journalist Amy Wallace, argues that the biggest threats to a creative company are rarely visible: fear of the boss, fear of mistakes and plans that cannot bend.
Catmull dreamed for years of making the first computer-animated movie, and he faced this tension while building Pixar and later helping pull Disney Animation out of decline. His case is that creativity lasts only when leaders stop shielding themselves from change and failure. In their place he puts honest feedback, trusted teams and flexible structures that let people solve problems as they appear.
The proof includes a factory cord any worker could pull, a long meeting table that left people seated at its edges feeling sidelined and a film rescued by people who refused to quit. Each one becomes something a manager can try with a team next week.
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The people who see a company’s problems first are often the last ones asked about them. A day when an entire studio stopped working, and a cord on a factory floor, show what happens when that changes.
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Three people warn you and one person praises you. Most of us end up listening to the one. Pixar’s managers resisted that pull once, and an employee’s suggestion saved animators a great many hours.
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Founders often chase the perfect concept. Catmull thinks they are guarding the wrong asset, and a group of graduate students left alone with university computers helps explain why.
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Pixar’s most experienced filmmakers review every film in progress, yet a director can ignore everything they say. That odd arrangement, and Catmull’s hiring rule, reveal how much control a leader should actually give away.
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A troubled sequel and a group of colleagues everyone looked down on both pulled through the same way. Their example shows what keeps people going when the work turns hard and thankless.
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Pixar’s first film without its most experienced director ran into trouble again and again. The way the studio handled it suggests the goal is to choose when failure happens, since avoiding it is impossible.
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After a major merger, a senior executive arrived with a carefully built two-year plan. Catmull refused to sign it, and his reasoning challenges what many companies treat as responsible management.
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One piece of furniture decided who spoke in Pixar’s early meetings and who stayed silent. Small changes to rooms, desks and routines turned out to matter far more than anyone expected.
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The forces Catmull describes stay unseen because they look like sensible management. A boss who decides alone seems efficient. A plan fixed for two years seems responsible. A long table with name cards seems orderly. Each makes it a little harder for people to say what they see and act on it, and creativity drains away without anyone choosing to lose it. His argument is that change and the instability it brings are unavoidable in creative work. The leader’s task is to build a team, trust it and give it a setting that invites ideas.
That points to a few things worth trying. Create one regular way for anyone to raise a problem with you, a day set aside or a visit to each person, and act visibly on what you hear. Keep plans firm about goals and loose about routes. Push failure into the early, cheap phase of a project. Then change one thing about the space, perhaps starting with the table.
The people at the ends of Pixar’s old table always had something to say. The room only had to make space for them.
Every management team faces the same conflict. It wants fresh, inventive answers to the problems ahead, yet it also has to stay profitable, so taking risks feels impossible. Ed Catmull, co-founder of Pixar and president of Pixar and Disney Animation Studios, lived inside that tension while chasing his dream of the first computer-animated movie and later helping Disney Animation recover from decline. Written with journalist Amy Wallace, Creativity, Inc. draws on stories from Catmull's career to name the unseen forces that quietly kill inspiration at work. These include hierarchies that keep bad news from reaching the top, the instinct to trust only what confirms our views, fear of failure, plans too rigid to bend and offices so dull that nobody feels at home. Readers get a practical counter to each one: company-wide feedback days, a cord any worker can pull, an advisory group whose notes a director may ignore, a rule to hire people smarter than yourself, a development phase where mistakes are cheap, and something as simple as a new meeting table.
Managers and team leads who sense their people hold back ideas and bad news.
Founders trying to stay inventive while keeping the business profitable.
Creative professionals who want to understand how Pixar organized its work.
Ed Catmull is a computer scientist and animator who co-founded Pixar and has served as president of Walt Disney Animation Studios. He has contributed to many developments in 3D computer graphics, work that earned him the 2019 Turing Award from the Association for Computing Machinery. Amy Wallace is an American journalist whose magazine work has appeared in GQ, Wired, The New Yorker and Vanity Fair. She is a two-time National Magazine Award nominee and a former deputy business editor of the Los Angeles Times.
Listeners find this work captivating and skillfully composed, with many remarking that it is essential reading for those in leadership roles. The text offers superb perspectives on building and directing imaginative groups, while one listener pointed out its brilliant analytical framework. Listeners value the authentic accounts of Pixar’s evolution, the actionable management guidance, and the sincere narrative style.
Picked this up thinking it was just another corporate biography, but Ed Catmull delivers something much deeper. He frames management not as a series of spreadsheets, but as the act of protecting "ugly babies" until they can survive on their own. I loved the Braintrust concept where hierarchy is stripped away to focus entirely on the quality of the story. While some parts about the Disney merger get a bit technical, the heart of the book remains focused on human vulnerability and excellence. It’s rare to find a CEO who admits he doesn't know everything, and that humility makes the advice actually land. It is a must-read for any leader.
Show moreAs someone who has always admired the storytelling of Up and Coco, seeing the messy gears behind the clockwork was fascinating. Catmull explains that the goal isn't to prevent errors, but to build a team capable of recovering from them when they inevitably happen. This shift in perspective is massive for anyone working in a high-stakes environment where the "Beast" of production constantly demands more. The anecdotes about the early financial struggles and the technical hurdles of 3D animation are worth the price of admission alone. Truly, it’s a heart-felt look at what happens when you prioritize people over the process itself.
Show moreFinally got around to reading this and I’m struck by how much heart is in these pages. It’s not your typical dry, dusty business tome; it’s a genuine reflection on a life spent trying to solve the puzzle of human collaboration. The way Catmull describes the Notes Day as a way to give every employee a sense of ownership is genuinely inspiring. Truth is, most companies are too afraid of failure to ever reach the heights Pixar has, and this book explains exactly why that fear is so toxic. It’s a compelling mix of memoir and manifesto that I’ll likely revisit whenever I feel my own creative spark dimming.
Show moreCreativity, Inc. is arguably the best book on leadership I've read in a decade. Instead of offering "hacks" or shortcuts, Catmull focuses on the difficult work of maintaining candor within an organization. I was particularly moved by the stories of the Disney takeover and how they worked to revitalize a stale culture without destroying its soul. Look, it’s a long read and some of the technical history of computer hardware might bore some people, but the payoffs are immense. It teaches you to hold lightly to goals but firmly to intentions, which is a philosophy I've started applying to my own career with great results.
Show moreThis book is a masterclass in how to build a culture that doesn't just tolerate creativity but actively cultivates it. Catmull’s writing feels less like a boastful memoir and more like a sincere attempt to share the hard-won lessons from Pixar’s rocky early years. To be fair, some of the management "rules" at the end of the chapters feel a little like common sense when written out as bullet points. However, the context of those rules—like the story of nearly losing Toy Story 2 due to a server error—is what gives them weight. It’s an essential read for anyone leading teams, even if you don't work in animation.
Show moreThe chapter on Steve Jobs was the highlight for me, offering a much softer, more thoughtful look at his evolution during the Pixar years. Catmull manages to balance the technical aspects of computer graphics with the emotional weight of building a lasting legacy. I found the "ugly baby" metaphor particularly striking because it validates the messy, embarrassing middle stage of any creative project. My only real gripe is that the book leans heavily into the "Pixar is unique" narrative, making it hard to see how some of these ideas apply to a regular office without a swimming pool. Still, the analytical framework for candor is something every manager should study.
Show moreAfter hearing so many people rave about this, I finally dove in and I’m glad I did. The book provides a brilliant analytical framework for identifying the "hidden" problems that can sink a creative culture. Catmull emphasizes that a good team is more important than a good idea, which sounds counterintuitive until he explains how a great team can save a mediocre premise. The writing style is approachable, though it does occasionally veer into management-speak that requires a second read to fully digest. It’s not just for film buffs; it’s for anyone who wants to understand how to keep a group of smart people working together effectively.
Show moreNot what I expected, but in a good way. I thought this would be a "how to draw" or "how to write" book, but it’s actually a deep dive into the psychology of group dynamics. Personally, I found the discussion on "negative space" in art as a metaphor for management to be one of the most unique insights in the book. It’s a bit long-winded in places, and Catmull’s self-deprecating tone sometimes feels like a bit of a mask, but the substance is undeniable. If you’ve ever felt like your ideas were being stifled by a rigid hierarchy, this book will feel like a breath of fresh air.
Show moreEver wonder if a book can be both incredibly insightful and slightly repetitive at the same time? I enjoyed the behind-the-scenes look at Pixar and the complicated, nuanced portrait of Steve Jobs, which felt much more authentic than his usual "volatile genius" caricature. Yet, I found myself skimming the middle sections where the management philosophy started to loop back on itself. Not gonna lie, if you aren't in a leadership position, the Notes Day and organizational structures might feel a bit dry or irrelevant to your daily life. It’s a solid read for the history, but the "how-to" aspect felt a bit over-stretched for me.
Show moreWow, I really wanted to love this, but it felt like a 300-page PR pamphlet for Pixar’s West Coast perks. Most of the "revelations" about management are things any decent boss should already know: listen to your employees, don't be a tyrant, and let people take risks. Frankly, the tone felt a bit self-congratulatory, as if their success was purely due to these "Zen" management styles rather than just having a massive budget and the best talent in the world. If you're looking for a guidebook on how to actually be creative yourself, this isn't it. It's just a bunch of corporate anecdotes about how great they are.
Show moreEd Catmull argues that creativity at work is blocked by forces managers rarely notice: hierarchies that keep problems hidden, confirmation bias, fear of failure, rigid plans and dull workspaces. Drawing on his years at Pixar and Disney Animation, he shows how honest feedback, trusted and diverse teams, early and cheap mistakes, flexible plans and better environments let people find and fix problems themselves.
The Braintrust is a group of long-serving Pixar staff and film experts from different fields who regularly review each film during production. They can offer any comment or suggestion, but none of it is binding. The film’s director always stays in charge. Catmull uses it to show how leaders can give expert advice without taking control away from the people doing the work.
Catmull treats mistakes as part of the process. Pixar works in repeated rounds, shares responsibility for failure across the team and gives people extra time to explore during development, when fixes are fairly cheap compared with fixes in full production. The team behind Monsters, Inc. kept reworking problems until they got them right, without considering dropping the film.
Start by giving everyone a clear way to raise problems, as Pixar did with Notes Day, and listen to people one by one. Weigh objections as seriously as praise. Hire people you think are smarter than you and let them decide. Keep plans flexible, schedule room for early mistakes and look at how your meeting room shapes who speaks.
The book suits managers, team leads and founders who need fresh ideas but feel pressure to play it safe. It also helps anyone curious about how Pixar worked, from the production of Toy Story and Toy Story 2 to the merger with Disney Animation. Its lessons are concrete, such as letting any worker stop the line or replacing a long meeting table.
Margaret Heffernan
Joseph A. Maciariello
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Get the key ideas from Creativity, Inc. by Ed Catmull, plus 5,000+ more nonfiction titles.
