project-image

Teenage Mutant Ninja Turtles: Evolution, Mutation & Reboot

Created by Definitive Films

Please note, we are waiting to charge for shipping closer to fulfillment. After shipping fees are added in, you will be notified via email before your payment is charged.

Latest Updates from Our Project:

Latest Progress and Setbacks
about 1 year ago – Sun, May 11, 2025 at 06:47:45 AM

Hey all, hope you're well. Randall here with a few updates and, as you'd imagine, some of what we know right now is very good and some is not so good (or so it seems). 

Why don't we get the troublesome news out of the way to start?

Unless you live under a shell at the bottom of the sea, you already know that certain parts of the US government has been engaged in some  confusing trade policies and that there are any number of unpredictable downside effects for companies like ours. 

And projects like ours. 

Because we are Canadian, based in Canada and trying to build everything we can in Canada, some of the negative impacts are mitigated but, others are intensified. 

Isaac has been trying to figure out as much as he can regarding the ramifications for the toy/action/figure/physical products. As far as production goes, we're building the capacity to do everything we need and that is taking too long. Part of that is just the ongoing R&D as to best materials and processes, but there are all kinds of issues that can arise.

There are triumphs when things do what they're supposed to and seem right:

Above, Isaac is relieved. More things are working! Even this thing below, which I believe presses together and makes little baby action figures!

Above, Isaac has a bunch of his toys out and he appears to be playing with them. 

Or something...

You see? Things can work and things can progress. 

But then, sometimes things go wrong, as seen in a recent text : "Annnnnnnnnd the tool prints blew all the castings at the foundry rendering thousands in used and unused material useless and setting production back by a month..." 

I do not have a photo of that explosion to show.

So, there are many disappointments and uncertainties, including getting quotes from suppliers and service providers as business owners struggle to deal with tariff chaos.

Having said that, we are all reading the same news, we all work for companies and services and businesses dealing with the same things and we all know what's going on, so we just do the best we can and move forward as though the policies will become clear and be resolved before too long? Whatever happens moving forward, we'll continue working hard to solve our problems without incurring added costs to us or to you. Man, it is disappointing to have a global trade war in the middle of all this...

Sadly, more such complexities abound on added doc production, for the same reasons as  above. Uncertainty is the watchword of the last many months and that is increasing in some ways. It has become potentially much more complicated for us to go south and shoot new material as border crossings are more complicated and uncertain just yet.

We are actively seeking alternative solutions.

Now, on the book front, our first rough printing quotes came back way too high, so we're out to other companies and getting much nicer news from them, at least so far.

I'm just done refining the longest chapters, and I'm much more careful in this next edit and trimming redundancy, of which there is enough to deeply affect page count. The Q&A articles are much more focused and much better reading. Feeling good!

I will include a nice chunk here for you to read if you get the urge.

The BackerKit store, which will be open for ages and which allows you to get your hands on the rewards if you missed the Kickstarter, is hard to find, so people are still reaching out and asking if we're doing a Kickstarter, or if they can get the doc or the action figures or the book. 

The answer is that YES you can and you should!

If you know Turtle fans who missed the campaign on Kickstarter and would enjoy checking out the rewards available, please share with them this link below. There are so many TMNT people out there who don't yet know what's going on, so we would love to spread the word. 

Okay, two book chunks below! The first is a Q&A taken directly from our transcripts (as is most of the book) and the second is a short context-setting article (of which there are only a few) focusing on a key phrase we heard come up in more than one interview...

12.4 Playmates: Ray Geiman

The interviews in this section come from a day Isaac and I spent at Playmates, up to our elbows in Turtle history, but getting a look at a host of (at the time) upcoming toys of every sort. Once we had signed the proper NDAs and swore to forget everything we saw, we had a few conversations in a row. It gave us a lot of insight into the intersection that comes when a big brand moves across platforms, for example, from animation to toys and games and so on.

Definitive: Ray, could you start by introducing yourself and your role?

Ray Geiman: Sure. I’m Ray Geiman, VP of Product Design and Development at Playmates Toys. I recently had the opportunity to work closely with Nickelodeon on the third relaunch of Teenage Mutant Ninja Turtles, the second one I’ve done with Nickelodeon. Together, we go back and forth to finalise designs, taking reference sketches from the studio and turning them into toys.

Definitive: Can you give us a bit of insight into how a character like Metalhead evolves from concept to toy?

Ray Geiman: Absolutely. Metalhead is a robotic character built by Donatello. We received the initial concept sketches from Ciro Nieli at Nickelodeon, which had a lot of detail and were extremely helpful. Once we got those references, we broke down the character into components that would work in a toy format, everything from size to articulation and functionality.

We work with sculptors, sometimes locally and other times offsite. For Metalhead, we collaborated with Steve Varner, who has done many Turtles figures. Based on the reference sketches, we determine the size, the range of motion, and the overall functionality. Playability is a priority, so we ensure these figures interact well with the vehicles and playsets we create.

Definitive: It sounds like a complex process. What role does the digital side play in all of this?

Ray Geiman: A big role! These days, much of our sculpting is done digitally. We create 3D digital files, which are then used to output a hard model, a prototype. This hard model is critical because it lets us evaluate everything from articulation to the feasibility of adding various accessories. For example, we might incorporate elements like firing missiles or interchangeable hands, ensuring we capture the fun factor that kids expect.

Once we have confirmed details and costs, the prototype goes back to Nickelodeon for approval. After final tweaks, it’s off to production, where moulds are created and refined before final manufacturing. So, yes, digital tools have streamlined and enhanced our entire design process.

Definitive: What’s the most common challenge you face during production?

Ray Geiman: The biggest hurdles often revolve around limitations like packaging size, price point, and the complexity of details. We always want to add more detail, more paint, more accessories, but we have to balance that with production costs. It’s a bit of a dance to capture the character’s essence while keeping the toy durable, affordable, and fun.

Definitive: You mentioned that this process involves a lot of back and forth with Nickelodeon. Is it common to get such detailed concept art from the studio?

Ray Geiman: It’s not always the norm, but it’s a huge help when it happens. Ciro Nieli and his team provided very specific designs and notes, which were invaluable. Having these insights into the creators’ vision allows us to capture small details that make a big difference in the final product.

Definitive: Tell us about the Shellraiser vehicle. How did you bring it from concept to toy?

Ray Geiman: The Shellraiser is a great example of translating a show concept into an interactive toy. In the show, it’s a stealthy vehicle used by the Turtles, so we wanted the toy to match that. The Shellraiser seats four figures, has a projectile launcher, and some fun interactive elements like pop-out weaponry.

The design phase starts with 3D modelling, where we rotate, inspect, and adjust the model to make sure everything fits. Then, it’s passed to our team in China, where engineers test it with hard plastic parts to ensure everything works. Finally, we coordinate with Nickelodeon to ensure the vehicle fits in the right packaging dimensions. The Shellraiser even includes an exclusive figure with a helmet and visor, adding collectibility to the mix.

Definitive: It’s clear that attention to detail is crucial. How do you approach creating thematic variations of the Turtles, like the Stealth Tech series?

Ray Geiman: Variants like the Stealth Tech Turtles allow us to play with new themes while keeping the character’s core essence intact. For the Stealth Tech series, we aimed for a “dark, covert” look. Each figure includes unique accessories, like a grappling hook or retractable weapons, that add depth to the play pattern.

Maintaining the Turtle identity is critical, though, so we balance new themes with recognisable traits. You still need to be able to tell immediately that it’s Leo or Raph, even if they’re dressed in a stealth suit. We also keep things functional by making sure they’re compatible with other figures and vehicles.

Definitive: How has your background influenced your work on Ninja Turtles?

Ray Geiman: I’m a designer, so I appreciate both the artistry and the functionality of these toys. I’m also a martial arts enthusiast, which gives me a personal connection to the Turtles’ world. Working with a smaller company like Playmates allows me direct access to creators and sculptors, which is great for hands-on design. I worked with Peter Laird for many years, and he was always receptive to new ideas, making it a collaborative process.

Definitive: Thanks, Ray. It’s fascinating to see how much passion and precision goes into these toys.

Ray Geiman: Thank you! It’s been a pleasure working on Turtles, and we’re excited to keep bringing them to life in fun, innovative ways.

8.1 Everybody Gets Their Own Turtles

When I first heard a Nickelodeon executive use the phrase "Everybody gets their own turtles,” I was struck by how perfectly it encapsulates the franchise's enduring success. Over the decades, the Teenage Mutant Ninja Turtles have mutated across media, comics, television, film, toys, games, each time adapting to meet the expectations of an ever-changing audience. This remarkable adaptability gives every generation a chance to forge its own connection, yet even in the most radical reinventions, the core elements that make the TMNT iconic usually remain.

Consider the shift from the gritty Mirage comics to the first animated series in the late 1980s. Embracing a more family-friendly, humorous approach brought the Turtles into the mainstream, defining childhoods with catchy themes and wacky characters, fuelling a merchandising phenomenon. The live-action films of the 1990s sought a balance, with the first movie weaving the cartoon's humour with a darker aesthetic and more nuanced character moments, leveraging Jim Henson’s Creature Shop for tactile realism. Subsequent films often leaned younger, highlighting the constant negotiation between different audience segments.

The 21st century saw further evolution. The 2003 animated series returned to a more serious, action-oriented tone reminiscent of the original comics, while the 2012 Nickelodeon series ably blended humour, action, and emotional depth, resonating strongly with a new generation through its sharp writing and stylised animation.

Meanwhile, the comics continued to be a space for experimentation. After Mirage, publishers like Archie Comics explored environmental themes, while the Image Comics run took grittier, more controversial paths. IDW Publishing's ongoing series, launched in 2011, stands as perhaps the most ambitious reimagining, weaving elements from nearly all prior iterations into a rich, cohesive universe with compelling backstories and high-stakes drama, appealing to long-time fans and newcomers alike.

Recent adaptations demonstrate this adaptability continues unabated. Rise of the Teenage Mutant Ninja Turtles introduced bold stylistic and dynamic changes, while Seth Rogen’s Teenage Mutant Ninja Turtles: Mutant Mayhem (2023) emphasized the teenage aspect of the Turtles with a kinetic, contemporary energy and visual style. Simultaneously, The Last Ronin, conceived by Eastman and Laird, revisited the dark, mature roots of the original comics, telling a gripping dystopian tale of loss and vengeance that resonated deeply with a wide audience, hitting the New York Times bestsellers list.

From goofy cartoons to grim futures, slapstick adventures to complex narratives, the TMNT have consistently found ways to reinvent themselves. This ability to evolve, while holding onto the core of brotherhood, action, and their New York City origins, is why "Everybody gets their own turtles." It is not just a marketing phrase; it reflects a fundamental truth about the franchise's unique journey and enduring cross-generational appeal.



 

Text, pics and toy factory fun
about 1 year ago – Fri, Mar 28, 2025 at 12:41:29 PM

Hey there folks, Randall here with an update after a quiet period as three things that take a long time have been happening on our end. 

First up, I'll report on the book and let me tell you that it has grown WAY out of my expectations in terms of word count. Remember when I said I thought it would come in at 180,000 words if I wasn't careful? 

HA! 

Harrison and I both went over every chapter, trimming gently (no big, brutal edits yet) to see where we ended up and I am mortified to share the news that this current state of our book makes me look like I've gone mad. Right now, we're sitting an what I must admit is an unsustainable 232,672 words.

I'll pause right there for a moment so you can process that. 

If we go by publishing industry standards to which we do not have to adhere we would end up with an 8.5" X 11" book of 1035 pages, assuming 225 words on a page. That wouldn't include any photos. Just text. And remember, almost every word is simply the Q&A content from our interviews, transcribed and lightly edited. Yes, I know that's too long and even the most committed TMNT fan may struggle to wrap their heads around the sheer weight of it. Now, I am having to step back and consider what needs to be cut for real. Part of this process is getting input from Cinapse writer and TMNT community member Austin Vashaw, and perhaps he will come in with some powerful thoughts for big edits. I am really having to think about my approach thus far. Have I chosen too many interviewees who played only small roles in the story of the Turtles? Absolutely. Do I need to keep ALL of those people in this book? It is my struggle and I hope you feel my feelings as I seek a more sustainable path forward. Clearly, I had no idea we would wind up with a monster like this...

Second, in news from Isaac's efforts in the toy factory (and on his R&D to make everything here in the way we've been hoping to do it), there are more new developments and if he would stop working on them for long enough to write out his own state of play, this would be a lot more detailed (and I'll get that from him asap). 

In short, here are some machines and something that they made:

You can see that Isaac's tests are proving fruitful and I'm sure he will have much more to say and he will be much more able to speak about the challenges with which he's been grappling, but the proof is in the pudding for me and it seems everything is working out. 

Third, we have the most frustrating element: more production. 

As you know, we already have four nice episodes as well as a more standard length feature cut (all of which still needs a B roll pass makes best use of the archives we've been collecting). We've got a load of raw material ready to be put into that process, and we've got all kinds of other bits and pieces queued up to go into the bonus features. However, we have not been able to get down to California to shoot some of the added material we've been hoping to get. 

This has been a real problem and I'm know you know the reasons why if you read the news (PS do not read the news, it is an absolute drag) but hopefully everything will line up this summer and we can get down there. Having said that, we will be into a big editing push  soon because the process of collecting and managing the archives for the book aligns with that big B roll pass Isaac will do on the doc material. And then Mark will be shifting over to Turtles , which is what everyone wants to hear (because Mark is The Finisher)

Is our timing still on track? I feel like we're behind because I keep trying to factor in new footage from another LA shoot. But am I starting to think we work with what we've got and move forward? That's the meeting we had yesterday, so stay tuned for more on this and for a more detailed update on the progress at Definitive Toys. 

Thanks for your continued patience, take care and keep an eye out from some tasty video toy factory process footage from Isaac. 

rl

Sneak Peek Feb Issue!
over 1 year ago – Wed, Feb 05, 2025 at 01:56:25 PM

This post is for backers only. Please visit Kickstarter.com and log in to read.

A Thought (as we move forward)
over 1 year ago – Fri, Jan 24, 2025 at 11:16:45 AM

Hey all, hope this finds you well. 

Randall Lobb here and I just wanted to catch you up on a few things, including a possible change as to how we can best communicate with you, our backers and believers.

First off, Isaac Elliott-Fisher has made a breakthrough with the toy production workflow and we will discuss this more soon. Short strokes: he's running tests with extrusions and moulds and all that which we see as getting us closer to the finish line (even though there is  a lot more to go). Questions abound, but answers are coming in and in Isaac's words on our internal text thread: "I feel like y'all don't appreciate the gravity of this. Like it's HUUUGE." Was this hyperbole? I HOOOOPE not!

Second, I have completed the actual first draft of the book and OMG it is insanely fat. Above is a screenshot of the word count in each chapter up to the final chapter, which is basically a look at the impact of the TMNT. I know what you're thinking: "HEY, is that currently too fat to put into production as it is?" The answer is that I'm working on editing with Harrison for the next while (and maybe another editor) wherein we consider what to trim and how or if. I'm  wondering if there's a version of the book that would be suitable to try and get published outside of our special amazing, collectors' version. Would a trimmed-down version be palatable to a general audience? I'm wondering, as these Q&As are appealing (at least to me)

Third, I am thinking we should take this communication and community from Kickstarter over to Substack. I know, Substack? Yes. The more I think about it, the more I feel like Substack would give us (Definitive Film, et al) an easier and more integrated way to keep everyone updated for the long haul - and the put out ongoing information about what we're doing. As much as I like Kickstarter, I want there to be a cleaner way to get more general - and potential interesting - info out to the people and I think Substack is the answer, for a number of reasons. To that end, if you're willing to share your thoughts as to this new implementation, please do. I would set up a Substack for Definitive Film in general, but we would obviously focus on where we're at in this ongoing project - your Kickstarter campaign. We will continue to put more on YouTube as well, moving forward. I just don't think social media is the answer for us to best maintain a community for what we're trying to do with this campaign, with the doc and so on, so this change feels like a good one. 

Fourth, people have been wondering about the movie and where we are in the edit. Sadly, we are at the same place we've been at for the last while. There were shoots we were planning to for SoCal, but you've all seen the news and you'll understand why we've pushed those for now. I'm not sure when things will settle down, but we'll let you know as soon as we know more. Also, we're still wrestling with a couple of key sections - one being a new ending that incorporates some footage we've received of the TMNT 40th anniversary celebration in Dover, and one that included a more recent interview with Ben Bishop that inspired heart attacks when the drive appeared to be missing (only for a short time). That interview with Ben feels like it's part of a recut of the 3rd episode of our series version of the doc, so that needs to be restructured to maximize it. I anticipate that intensive editing for these few underdeveloped sections will take place further into March or early April and, by then, we will hopefully have been out to an LA bouncing back from the tragic fires and will be returning with some new footage that, I would think, would be the last bit of production needed. Fingers crossed. Once we have those final pieces, we start the final push from a doc perspective. And of course, we'll be coming up with a way to show process as we go, so you can see cuts at different times and follow along. I say that pretty confidently, but then Mark Hussey will have to figure out if it can be done in the way I'm imagining. Luckily, he's a wizard, so he'll say it's no problem...