The Art of VFX
The Art of VFX
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    Happy Holidays!
    Wishing you a wonderful holiday season and a very happy New Year! Your passion and support have made this year unforgettable, and we look forward to bringing you even more inspiring content in 2025. Thank you for being part of our journey!From all corners of the world, VFX studios are sharing their magic this holiday season. Explore their unique and creative greetings!// Alkemy X Voir cette publication sur Instagram Une publication partage par alkemy x (@alkemyx)// Chop Shop Post Voir cette publication sur Instagram Une publication partage par Chop Shop Post (@chop_shop_post)// Crafty Apes Voir cette publication sur Instagram Une publication partage par Crafty Apes (@craftyapesvfx)// Dazzle Pictures Voir cette publication sur Instagram Une publication partage par Dazzle.Pictures (@dazzlepicturesvfx)// Digic Pictures Voir cette publication sur Instagram Une publication partage par DIGIC Pictures (@digicpictures)// Exceptional Minds Voir cette publication sur Instagram Une publication partage par Exceptional Minds (@exceptionalminds)// FABLEfx Voir cette publication sur Instagram Une publication partage par FABLEfx (@fablefx_sthlm)// Filmgate VFX Voir cette publication sur Instagram Une publication partage par Filmgate VFX (@filmgatevfx)// FMX Voir cette publication sur Instagram Une publication partage par FMX Film & Media Exchange (@fmxconference)// FOLKS Voir cette publication sur Instagram Une publication partage par FOLKS (@folksvfx)// Framestore Voir cette publication sur Instagram Une publication partage par Framestore (@framestore)// Goodbye Kansas Studios// Halo Post Production// Important Looking Pirates Voir cette publication sur Instagram Une publication partage par ILPVFX (@importantlookingpirates)// Mikros Animation// Palantir Digital Voir cette publication sur Instagram Une publication partage par Palantir Digital (@palantir_digital)// PFX Voir cette publication sur Instagram Une publication partage par PFX (@pfxcompany)// Realtime Voir cette publication sur Instagram Une publication partage par REALTIME (@realtime_studio)// Rocket Science VFX Voir cette publication sur Instagram Une publication partage par Rocket Science VFX (@rocketsciencevfx)// Rodeo FX// Rumble VFX Voir cette publication sur Instagram Une publication partage par Rumble VFX (@rumble_vfx)// SHED// Sony Pictures Imageworks Voir cette publication sur Instagram Une publication partage par Sony Pictures Imageworks (@imageworksvfx)// Studio AKA Voir cette publication sur Instagram Une publication partage par STUDIO AKA (@studioaka)// The Mill Voir cette publication sur Instagram Une publication partage par The Mill A global creative & production partner (@millchannel)// The Third Floor Voir cette publication sur Instagram Une publication partage par THE THIRD FLOOR (@thethirdfloor_visualization)// Tippett Studio Voir cette publication sur Instagram Une publication partage par Tippett Studio (@tippettstudio)// Trixter Voir cette publication sur Instagram Une publication partage par TRIXTER (@trixterfilm)// Tryptyc Voir cette publication sur Instagram Une publication partage par TRYPTYC (@tryptyc_vfx)// UPP Voir cette publication sur Instagram Une publication partage par UPPVFX (@upp_vfx)// WeFX Voir cette publication sur Instagram Une publication partage par WeFX Inc. (@wefx.ca) Vincent Frei The Art of VFX 2024The post Happy Holidays! appeared first on The Art of VFX.
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    American Primeval
    Witness the dark heart of a young America. In 1857, the frontier knows no mercy, and peace is but a distant memory. Where will you stand in a world ruled by fear and survival? Watch the American Primeval trailer and enter the chaos!The VFX are made by:Scanline VFXFuseFXFOLKSWindmill LaneVisionary FXThe Production VFX Supervisor is Andrew J. Ceperley.The Production VFX Producer is Melanie Callaghan.Director: Peter BergRelease Date: January 9, 2025 (Netflix) Vincent Frei The Art of VFX 2024
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    Warfare
    Experience the intensity of Warfare, the gripping war film that brings together Alex Garland and Ray Mendoza in their highly anticipated collaboration after Civil War!The VFX are made by:Cinesite (VFX Supervisor: Simon Stanley-Clamp)Directors: Alex Garland, Ray MendozaRelease Date: 2025 Vincent Frei The Art of VFX 2024The post Warfare appeared first on The Art of VFX.
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    Better Man: VFX Featurette by Weta FX
    Breakdown & ShowreelsBetter Man: VFX Featurette by Weta FXBy Vincent Frei - 20/12/2024 Better Man takes an unexpected turn as Robbie Williams transforms into a monkey in this ambitious biopic. Explore how Weta FX brought this unique vision to life with stunning visual effects! The new behind-the-scenes video showcases the VFX team at work, alongside Robbie Williams and director Michael Gracey!WANT TO KNOW MORE?Weta FX: Dedicated page about Better Man on Weta FX website. Vincent Frei The Art of VFX 2024
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    Venom The Last Dance: VFX Breakdown by Digital Domain
    Breakdown & ShowreelsVenom The Last Dance: VFX Breakdown by Digital DomainBy Vincent Frei - 20/12/2024 The sinister power of Knull takes center stage in Venom: The Last Dance, thanks to the visual effects crafted by Digital Domain. Witness the intricate details of Knull and his Xenophages as they unleash chaos!WANT TO KNOW MORE?Digital Domain: Dedicated page about Venom: The Last Dance on Digital Domain website.John Moffatt and Aharon Bourland: Heres my interview of Production VFX Supervisors John Moffatt and Aharon Bourland. Vincent Frei The Art of VFX 2024
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    Back in Action
    Movie & Games TrailersBack in ActionBy Vincent Frei - 20/12/2024 What happens when retired CIA agents try to live a normal life? Cameron Diaz and Jamie Foxx star in Back in Action, whose quiet family life is turned upside down when their cover is blown!The VFX are made by:MPC Scanline VFXCrafty Apes (VFX Supervisor: Blake Goedde)Redefine (VFX Supervisor: Jeremy Dineen)ILMFotoKemThe Production VFX Supervisor is Erik Nash.The Production VFX Producer is Jacquie Barnbrook.Director: Seth GordonRelease Date: January 17, 2025 (USA) Vincent Frei The Art of VFX 2024
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    Civil War: Lincoln Memorial VFX Breakdown by Framestore
    Breakdown & ShowreelsCivil War: Lincoln Memorial VFX Breakdown by FramestoreBy Vincent Frei - 20/12/2024 After showcasing their work on Washington, Framestore now unveils their visual effects expertise on the Lincoln Memorial in Civil War. Watch the new VFX Breakdown for an inside look at how they recreated this iconic landmark for the big screen!WANT TO KNOW MORE?Framestore: Dedicated page about Civil War on Framestore website.David Simpson: Heres my interview of Production VFX Supervisor David Simpson. Vincent Frei The Art of VFX 2024
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    Senna: VFX Breakdown by Scanline VFX
    Breakdown & ShowreelsSenna: VFX Breakdown by Scanline VFXBy Vincent Frei - 19/12/2024 Explore the magic behind Netflixs Senna with Scanline VFX. This new VFX Breakdown reveals the work done to recreate legendary F1 cars and their immersive environments. Fasten your seatbelts for a VFX journey through history!WATCH IT ON Vincent Frei The Art of VFX 2024
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    Superman
    Movie & Games TrailersSupermanBy Vincent Frei - 19/12/2024 James Gunn reimagines the legendary Man of Steel in a breathtaking new trailer. Witness the iconic hero like never before in this first trailer of Superman!The VFX are made by:FramestoreILMWeta FXThe Production VFX Supervisor is Stephane Ceretti.The Production VFX Producer is Susan Pickett.Director: James GunnRelease Date: July 11, 2025 (USA)Screenshot Vincent Frei The Art of VFX 2024
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    Gladiator II: Christian Kaestner (VFX Supervisor) & Kyle Dunlevy (Animation Supervisor) Framestore
    InterviewsGladiator II: Christian Kaestner (VFX Supervisor) & Kyle Dunlevy (Animation Supervisor) FramestoreBy Vincent Frei - 19/12/2024 In 2022, Christian Kaestner shed light on the visual effects crafted by Framestore for 1899. Today, he shares insights into his work on the highly anticipated sequel to the iconic film Gladiator.With over 25 years of experience in animation, Kyle Dunlevy has built an impressive portfolio, working on renowned projects such as Jurassic World, Ghost in the Shell, Paddington 2, and The Tomorrow War.How did you and Framestore get involved on this show?Christian Kaestner (CK) // Framestore is a well-established visual effects house in the industry, and we have longstanding working relationships with several members of the production team for Gladiator II. My producer, Jeanne-Elise Prvost, and I previously worked on Ridleys Alien: Covenant together, where we were responsible for the Facehugger and Chestburster. We have a passion for intricate and challenging creature work, and Gladiator II certainly offered a great opportunity to push our limits.What was your feeling about working on the sequel of a cult movie?Kyle Dunlevy (KD) // I think we were all absolutely thrilled at an opportunity to contribute to the Gladiator sequel. I, for one, have a very special place in my heart for the original Gladiator; not only was it an amazing film, but I will never forget seeing it in the theatre. I was in the front row in a cinema in Rome, having just visited the Colosseum and toured the city for the first time that very day! I remember feeling very lucky to be there and feeling so grateful for that film. What a world we live in where films and VFX can show us what life was like long ago and bring our imaginations to life.How was the collaboration with Director Ridley Scott and VFX Supervisor Mark Bakowski?CK // On a production of this size, it is common to collaborate primarily with the production-side visual effects supervisor and have limited direct interaction with the director. I have known Mark for a long time, and we worked on several projects together prior to Gladiator II. While this relationship didnt make the creature work any less challenging, it did make communication and reviews very effcient and productive. Mark was great at guiding us on how to make the most of the limited time we had with Ridley.How did you organize the work with your VFX Producer?CK // We approached organizing Gladiator II like any other visual effects show, working closely with the client on timelines, temporary deliveries, and expected levels of execution. We then worked with the resourcing team to lay out a basic schedule based on all available information. What made this project slightly more challenging was the impact of the SAGs strike in 2023. Unfortunately, the shoot for Gladiator II was affected by this, and while our sequences were already in the can, it was challenging to confidently work on the editorial context.Luckily, we had enough material to progress with our creature development, and the existing edit gave us suffcient insight into the requirements for our scope of work. While the writers strike had a bigger impact on the shooting schedule, it didnt significantly affect our work. It was challenging to progress confidently while the strike was ongoing, but as soon as it was resolved, we resumed full swing on our sequences. This was a crucial step in our process, as it was important to Mark that we build trust and confidence with Ridley, ensuring that these challenging scenes would work as intended in the final edit.What are the sequences made by Framestore?CK // Framestores main focus was the realization of the Baboon Fight sequence, the battle with the rhino in the Colosseum, and the River Styx dream sequence.Can you walk us through the creative process of bringing the baboons and rhinoceros to life through visual effects?CK // Both of these sequences presented their own unique challenges, both in terms of the type of creature and how the sequences were captured.Lets start with the Baboon Fight sequence. To ensure suffcient physicality in the actors performance when fighting CG baboons, Ridley utilized his stunt team to perform the baboon actions and interactions. This provided him with visuals for shot composition and gave the actors something to react to during filming. While this method was particularly useful on set, it posed additional challenges for visual effects in post-production. The stunt performers were excellent references, but it was equally challenging to perfect the timing and actions, as real baboons are smaller and move faster than humans can replicate.One key to success was the collaboration with Framestores Pre-Production team (FPS) who provided the post-viz, which not only answered many editorial questions but also allowed our animation team to get involved early in the process. Kyle Dunlevy, our animation supervisor, played a vital role in guiding the performances, physicality, and timing of the baboon actions.One of the significant differences from usual creature work was the need to match realistic baboons. While having real-life references can make things easier compared to creating fantasy creatures, the devil is in the details. Audiences are much more critical of anything they can directly compare to reality. Any mistakes in motion or physics are far less forgiving.Once we had a general edit with the timings and actions Ridley wanted, we progressed with the detailed baboon animation. This involved extensive research and behavioral studies to ground the animations in reality. Mark and Ridley supplied many specific references for actions they wanted to reflect in the animations.An additional challenge was the casting choice of Lucius main opponent: a baboon with a skin condition called alopecia. Ridley had come across a particular reference that he wanted to match precisely. A hairless baboon is a rare sight, and finding suitable references was challenging. The reference baboon was muscular and lean, which required meticulous attention to deformations and skin slides in our asset builds. Since Ridley strongly favored this specific reference, we decided to track and match it exactly, allowing us to directly compare our CG asset to reality. This was crucial to the success of the creature work.For the remaining supporting baboons with fur, we used countless video references of baboons interacting with each other and humans, including jumping on people and pulling on clothing. Real-life footage was invaluable in capturing these behaviors authentically.The battle between the gladiators and the rhino in the Colosseum came with an entirely different set of challenges. Ridleys special effects supervisor, Neil Corbould, designed and built an animatronic rhino that could articulate and be remote-controlled to choreograph the entire battle. This was invaluable for the camera team, ensuring accurate composition and framing, and gave the actors something tangible to interact with. Additionally, it served as a perfect lighting reference, as the animatronic was highly detailed with accurate textures and colors.In visual effects, we separated the rider from the animatronic and replaced the animatronic with a CG rhino. Our starting point was to match the highly detailed SFX build and add a CG skeleton, anatomy, fat, and a thick layer of skin to allow for simulation once the animation was finalized. The CG and SFX rhino were similar in size, so the paintwork was less complex compared to the stunt performer removal required for the baboon sequence.One of the challenges in replacing the SFX rhino with the CG version was that the dynamic movement of the animation differed significantly from the animatronic rig. While the rig could move precisely and quickly, there was a distinct difference in the up-and-down motion, requiring us to add this dynamic to the rider without breaking the believability of the actor riding the CG rhino.As with the baboons, we relied on extensive real-life references for the rhino to understand its motion, weight, speed, and anatomy, from the skeleton to the outer skin. Everything needed to be accurate for the animation to harmonize with the simulation of muscles and fat beneath the thick skin. Beyond looking realistic, the rhino needed to convey its immense weight and sheer power. The process was detailed, challenging, and immensely rewarding to execute.What were the biggest challenges in designing realistic fur, skin textures, and muscle movements for the baboons and the rhinoceros?CK // The level of detail required for CG creatures today is critical to their success. Visual effects have evolved so much over the last few decades that its nearly impossible to get away with any cheats. Physically accurate shaders only work effectively when every material is meticulously replicated with the correct properties. Each materialfur, skin, muscle, or fatneeded its own set of shaders and texture maps to ensure accurate representation.Fortunately, we had a wealth of references for both the baboons and the rhino. For the hero alopecia baboon, we had a very specific reference that Ridley wanted to match. This became our anchor point, grounding the CG creature in something tangible and realistic. The intricacy of the hairless baboon presented a unique challenge, as every muscle movement and skin slide needed to be flawless. To achieve this, we camera-tracked the reference footage and match-animated a section of the baboon walking. The lighting team meticulously replicated the lighting from the reference footage, painting out the real baboon from the plate and compositing the CG version into the scene. This allowed us to A/B compare the CG baboon with the reference footage, establishing a solid visual anchor. Only after achieving a perfect match did we make slight adjustments to add scars and other cinematic details.The same principles applied to the rhino, although in this case, we matched the carefully crafted SFX build for texturing and rendering while relying on real-life reference footage primarily for animation and simulation.Motion studies were as critical as physically accurate texturing and rendering. Even the best still frame of a CG creature is useless if the animation, anatomy, and physics simulation lack accuracy. While theres always some creative freedom for cinematic drama, the anchor must remain in realistic reference to ensure the audience finds the creatures believable. Balancing these elements was both a challenge and a rewarding part of the process.How did you achieve the nuanced facial expressions and behaviors for the baboons to make them feel lifelike and expressive?KD // For our facial performances, we used baboon video reference to inform everything we did. From how much the jaw opens, to how much the nose lifts, to how high the brows can go, we relied on reference footage to inform all our decisions. We worked with the modellers and riggers to create over a hundred facial shapes that the animators could use. Each shot used specific references of Chacma baboons to inspire the expression choices and ranges.Can you share insights on the technical aspects of animating the interaction between the baboons?KD //When dealing with shots that had our cg baboons interacting with an on-set performer, we first needed to ensure that we had a very tight body track of the actor/digital double. The digital double could then be used in our maya scene so the animators knew exactly where to place a baboon hand, foot or set of jaws! We also had to simulate the cloth for a good connection, as well as the baboons fur.What role did motion capture or performance capture play in animating the baboons?KD // No motion capture was used. However, when filming the scene, there were on set baboon performers that our animators used as inspiration for their shots. The performers wore grey suits with furry gloves and face makeup and did a great job capturing the high energy, frenetic spirit of angry baboons. On-set this gave the actors something to fight or avoid, but it also gave us a great starting point for our animated performances. There is one piece of background action in particular that we loved so much we literally copied it as closely as we could. Try to spot the baboon who uses two hands to violently push and pull on the clothing of a fallen gladiator.Were there any specific references or inspirations used for the design and animation of the rhinoceros?KD // Not only did Ridley Scott provide reference images and concept designs for our rhino, but he also had a lifesize animatronic rhino on wheels moving through every shot with the actor riding on top of course! Our job was to replace that on-set rhino with a digital version. One of the big challenges of the rhino work was the on-set rhino on wheels did not move up and down very much, which meant the actor/rider didnt either. We had to be clever about how to connect the movement of both the cg rhino and the rider. Many of the shots actually contain a fully CG rider, see if you can find them.How did your team approach the challenge of integrating the rhinoceros seamlessly into scenes with live-action elements?CK //The entire rhino battle was captured using the SFX animatronic as a stand-in performer, capable of moving at speeds up to 30 mph. This allowed Ridley to shoot the sequence dynamics as he envisioned, with the animatronic generally in the correct position. While some minor adjustments were needed for timingsuch as transitions from walking to running or running to trottingthe animatronics scale matched the intended final size of the CG rhino. This ensured a strong foundation for the integration of the CG element. That said, this process was far more complex than it might initially sound. As with texture and shader accuracy, the devil was in the details. While it was relatively straightforward to block the sequence, integrating the rhino with the environment, live-action actors, and the surrounding elements presented significant challenges.For instance, sand and dust interactions were crucial to making the rhino feel grounded in the scene. Additionally, nuanced adjustments were required for the live-action performances to maintain a believable spatial relationship between the animatronic and the actors. Safety distances between the animatronic and the actors meant that certain interactionslike the rhino lashing out with its head or knocking a gladiator to the groundhad to be reimagined in post-production.The rider posed a similar challenge, as the animatronics movements were slightly too smooth to create a convincing riding motion. We had to add dynamic rider motion to match the rough and uneven movements expected when riding a massive animal like a rhino.To complete the integration, we painted out the animatronic and tire tracks left on the Colosseum ground. The sandy ground was recreated in CG, and we simulated dust and sand interactions for the rhinos footfalls. Lastly, we added sand particles to the rhinos body, ensuring that dust would naturally come off as it ran or moved quickly. These details collectively made the CG rhino appear seamlessly embedded in the live-action footage.What software and tools were primarily used in creating the detailed animations for the baboons and the rhinoceros?KD // The baboons and rhino, like almost everything we do at Framestore, were all keyframe animated in Maya. We focused our energy on weight and balance, always looking for strong poses and clear silhouettes. For things like ears and tails, trying to be as efficient as possible with our time, we relied on our own Dynamic Curve tool to give us some of that natural overlap for free. A baboons tail is long, with many controllers, and keyframing that is time consuming. Im a big fan of smart, user-friendly animation tools that allow us to improve our workflow and move faster through the shot. At Framestore we have Fiona Kaye and her Anim-Tech team that has created dozens of amazing animation tools for us over the years.Were there any unique techniques or breakthroughs that your team developed during the creation of these complex animal sequences?CK // We are always striving to improve our character pipeline, and for the rhino, we developed and tested a new tool for simulating the fat layer between the muscles and skin. This fat layer plays a crucial role in absorbing and redistributing the motion of the underlying muscle anatomy.In the rhinos case, the skin could be a couple of centimeters thick, while the subcutaneous fat layer could range from three to seven centimeters. Such a thick layer not only absorbs movement but also exhibits its own dynamic behavior, especially when the animal is walking or running. While this approach isnt entirely novel in principle, our team developed a new workflow to achieve more physically accurate simulation results. This ensured that the rhinos motion was as lifelike and believable as possible, with realistic interplay between muscles, fat, and skin layers.This tool allowed us to push the realism of the animation further, creating subtle yet essential details in how the rhinos body responded to movement and physical forces, enhancing the overall believability of the creature on screen.How did lighting and rendering play a part in achieving the photorealism of the baboons fur and the rhinoceros tough skin?CK // These days, everything in visual effectsfrom lighting to rendering, texturing, and simulationneeds to be physically accurate. However, achieving photorealism is about striking the right balance between physical accuracy and visual believability. Just because we can replicate everything to perfection doesnt mean we should. The key is finding the sweet spot where accuracy becomes indistinguishable to the human eye.For the baboons fur and the rhinos tough skin, we began the look development process with a level of accuracy higher than what would ultimately be used in production renders. This gave us a visual guide or anchor to inform the final look. For example, while we might start with simulations that use 100 light bounces or extremely high ray depths, we refine these settings to maintain efficiency while preserving the integrity of the visuals.The goal was to ensure seamless integration into the live-action plates. The audience should believe the CG baboons and rhino were physically present on set. This required careful adjustments in lighting to match the environment and attention to fine details, such as how light interacted with the textures of fur or the rough, layered structure of rhino skin. Ultimately, visual effects are a craft of smoke and mirrors. The best work is invisible, blending into the scene so naturally that it supports the story without drawing attention to itself. When the audience never questions whether a CG element is real, we know weve done our job well.Rhino shots at 00:04Were there any scenes that proved to be particularly diffcult when working with these digital creatures, and how did you overcome them?CK // The baboon fight sequence was definitely the most challenging. It became apparent early in the post-viz stage that matching the fast-moving, agile, and viscous behavior of the baboons with the live-action performances would be extremely demanding. While the stunt team and actors did an exceptional job replicating the dynamics of the fight, real baboons move far more quickly and fluidly than humans can mimic.This discrepancy was less of an issue for free-moving baboons in the background but presented significant challenges for shots where baboons interacted directly with Lucius. In these cases, we often had to use a trial-and-error approach to anchor the interaction moments. We had to carefully determine which parts of the physical interaction were most crucial for believability and which could be adjusted, such as through retiming or partial CG replacements of costumes or props.There wasnt a one-size-fits-all solution; each shot came with its own set of challenges and required a tailored approach. Some shots needed more retiming, others more compositing or animation adjustments.Our guiding principle was to retain as much of the original photography as possible while enhancing the plates enough to make the interactions believable. This often involved combining partial CG enhancements with subtle retiming and compositing work to bridge the gap between the live-action footage and the dynamic, fast-paced behavior of the CG baboons. This meticulous approach ensured the sequence felt grounded and realistic, even with the extraordinary demands of animating such complex creatures.What are some of the reactions youve received from the filmmakers or audiences regarding the realism and impact of the baboons and rhinoceros sequences?CK // This is an interesting question because the reactions to the two sequences have been quite distinct. The baboon sequence, particularly with the hairless baboon, was likely the more challenging of the two to execute. It required an extraordinary level of attention to detail to make it look realistic, and the hairless design was inherently polarizing and unusual. Despite these challenges, I feel the sequence turned out particularly well and delivered the impact we were aiming for.On the other hand, Ive heard that everyone loves the rhino. This might be partly because the rhino was already an idea Ridley had envisioned for the original Gladiator, but it was deemed too impractical at the time. Now, with the advancements in visual effects, the rhino could finally take center stage and have its moment of fame in the sequel. The sheer power and presence of the creature seem to have resonated well with both filmmakers and audiences.Were there any memorable moments or scenes from the film that you found particularly rewarding or challenging to work on from a visual effects standpoint?CK // As I briefly mentioned earlier, creating realistic animals is often more challenging than designing fantastical or non-existent creatures. With real animals, every aspectthe look, the animation, the physicshas to be flawless. When audiences are familiar with the creature, whether from a visit to the zoo or from documentaries, the risk of falling into the uncanny valley is significantly higher because theres a direct point of comparison to real life.Both the baboons and the rhino were incredibly challenging to bring to life but equally rewarding. The baboon sequence required meticulous attention to detail, especially with the hairless baboon, whose unique appearance made even small inaccuracies more noticeable. Similarly, the rhino demanded precision in weight distribution, muscle movement, and interaction with the environment.What made these challenges rewarding was the satisfaction of overcoming them. Seeing the final sequences come togetherafter so much effort in research, animation, and integrationwas an immensely gratifying experience.Rhino shots at 00:05Looking back on the project, what aspects of the visual effects are you most proud of?CK // Id have to pick the baboon sequence. Seeing the before-and-after comparisons really highlights just how challenging it was to bring the sequence to life. From the live-action plates with the stunt performers to the hairless baboon and the brutally vicious fight choreography, we forged a plan to execute it allbut there was always uncertainty about whether it would truly work until everything came together.Almost every step in the process had to be completed before we could feel confident in the result. When it finally did come together, it was incredibly rewarding. I clearly remember the day Mark presented an almost-finished fight sequence and broke the news that Ridley was happy with it. That moment was a huge relief and a proud milestone for the team.Is there something specific that gives you some really short nights?CK // Surprisingly, not on this show. Pulling off the rhino battle and the baboon fight was undoubtedly a challenging task, but the goalposts were always clear. There was never any question about what the sequences needed to bethey just needed to feel real. Its when the goalposts arent clear that sleepless nights begin. Ambiguity, uncertainty, or constantly shifting objectives can make a project stressful. On Gladiator II, the clarity of vision and expectations allowed us to focus on execution rather than second-guessing the end result.What is your favorite shot or sequence?CK // Id have to say the Baboon Fight sequence. Theres something about seeing all the layers of work come togetherfrom the live-action plates with the stunt performers to the hairless baboon and the chaotic fight choreography. It was a sequence where every step of the process felt like it could go either way, and we didnt really know if it was going to work until everything clicked in the end.The hairless baboon, in particular, was such a unique challenge, and getting it to look right was no small feat. I remember the moment when Mark showed the nearly completed sequence, and we heard that Ridley was happy with itthat was a huge relief. Its one of those sequences where, when you look at the final result, you cant help but feel proud of what the team accomplished.What is your best memory on this show?CK // My best memory was a mix of the team effort and a specific moment of recognition. Wed been working tirelessly on the hairless baboon, focusing on every detailskin deformations, muscle firing, and the overall physicality of the creature. It was an incredibly complex task, but the team came together, solving problems and refining every step until we had something we were really proud of. The moment we presented the final-quality shot to Ridley stands out. It was a simple walk cycle, but every muscle and movement was working in harmony, bringing this unique and intimidating creature to life. When Ridley saw it, his reaction was immediatesomething along the lines of, Oh wow, hes a real force of nature. That moment captured what this project was about: the teams dedication, the creative challenges, and ultimately the satisfaction of seeing it all come together in a way that resonated with the filmmakers.How long have you worked on this show?CK // I have been working on the show for about 12 months, give or take.Whats the VFX shots count?CK // Framestores shot count on Gladiator II was 136 final VFX shots.A big thanks for your time.WANT TO KNOW MORE?Framestore: Dedicated page about Gladiator II on Framestore website.Mark Bakowski: Heres my interview of Production VFX Supervisor Mark Bakowski. Vincent Frei The Art of VFX 2024
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    Elevation: VFX Breakdown by Digital Domain
    Breakdown & ShowreelsElevation: VFX Breakdown by Digital DomainBy Vincent Frei - 17/12/2024 Monstrous creatures, impossible odds. In Elevation, Digital Domain crafts stunning visual effects that bring danger to life as three heroes leave safety behind to rescue a young boy. Witness how VFX transforms a story of survival into a visually spectacular journey!WANT TO KNOW MORE?Digital Domain: Dedicated page about Elevation on Digital Domain website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    The Lord of the Rings: The Rings of Power Season 2: VFX Breakdown by Rodeo FX
    Breakdown & ShowreelsThe Lord of the Rings: The Rings of Power Season 2: VFX Breakdown by Rodeo FXBy Vincent Frei - 17/12/2024 Dive into the world of Middle-earth with Rodeo FXs really cool work on The Rings of Power Season 2. From the majestic Ents to the haunting Barrow-wights, their visual effects deliver a truly immersive experience. Plus, discover their stunning take on the Palantirs predictive powers!WANT TO KNOW MORE?Rodeo FX: Dedicated page about The Lord of the Rings: The Rings of Power Season 2 on Rodeo FX website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    The Regime: VFX Breakdown by Union VFX
    Breakdown & ShowreelsThe Regime: VFX Breakdown by Union VFXBy Vincent Frei - 17/12/2024 Discover how Union VFX crafted the crumbling reality of HBOs The Regime. From invisible crowd simulations to intricate environments, witness the artistry that brings Stephen Frears and Jess Hobbs darkly comedic world to lifewithout you even noticing!WANT TO KNOW MORE?Union VFX: Dedicated page about The Regime on Union VFX website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Venom The Last Dance: VFX Breakdown by DNEG
    Breakdown & ShowreelsVenom The Last Dance: VFX Breakdown by DNEGBy Vincent Frei - 17/12/2024 The symbiotes are backand this time, they dance. DNEG delivers really cool VFX for Venom: The Last Dance, showcasing the epic Venom Horse, the terrifying Xenophages, and the unforgettable dance scene. A symbiotic spectacle not to be missed!WANT TO KNOW MORE?DNEG: Dedicated page about Venom: The Last Dance on DNEG website.John Moffatt and Aharon Bourland: Heres my interview of Production VFX Supervisors John Moffatt and Aharon Bourland. Vincent Frei The Art of VFX 2024
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    Alien Romulus: Dan Macarin (VFX Supervisor) & Ludovic Chailloleau (Animation Supervisor) Weta FX
    InterviewsAlien Romulus: Dan Macarin (VFX Supervisor) & Ludovic Chailloleau (Animation Supervisor) Weta FXBy Vincent Frei - 16/12/2024 After contributing to the visual spectacle of Guardians of the Galaxy Vol 3, Dan Macarin steps into the world of Alien: Romulus, the next thrilling chapter in the iconic saga.Earlier this year, Ludovic Chailloleau walked us through the animation work Weta FX accomplished for Godzilla x Kong: The New Empire. Now, he opens up about the challenges faced on the new Alien movie.How did you and Weta FX get involved on this show?Daniel Macarin (DM): Fede lvarez and the onset team were working through the third act of the movie and really wanted a creative partner that could help develop the ending. Weta FX has done some of the largest third acts in movie history and we were delighted to tackle the task. I had just come off doing the third act in Guardians of the Galaxy, Vol. 3, which also included doing a very difficult oner sequence and a lot of work in space.Ludo and our producer Kevin Sherwood had just come off Godzilla x Kong: The New Empire, which involved an enormous amount of character work and destruction, making the three of us the perfect team for Alien: Romulus. What was your feeling to enter this iconic universe?DM: Extremely excited. I have so much Aliens merch around my office and Im a huge fan of the series that it made it difficult to contain my excitement when working on the film.Ludovic Chailloleau (LC): Growing up with 80s franchises is mostly the reason why I wanted to work in VFX today. Alien is a pillar of that universe; I was really excited to work on this film.How was the collaboration with Director Fede lvarez and VFX Supervisor Eric Barba?DM: From very early on in the project, the notes and creative direction Eric shared were making shots continually better, not just different. It made working with him really fantastic because we knew whatever he was going to ask us to do was going to make the story better and the shot more visually appealing. Fede joined our calls almost daily and was very involved with our work. He let us explore a lot of options and styles until we all were happy with how the feel of the story was moving. Fede was very specific in the type of movement and performance he wanted for both the Offspring and the Xenomorphs. Its always really great when you get to have such a collaborative relationship with the director and put everything you can into making the film great.LC: Working with Fede and Eric was a great art chemistry. Proposing ideas, bouncing different inspirations off each other. We were able to really explore all the work to pitch and pick the best ideas for the movie. I would say that we did really act as creative partners, working together to give it our best and figure out the third act.How did you organize the work with your VFX Producer?DM: Kevin and I pushed a lot of the larger destruction shots, like the Romulus station hitting the rings, up to the front of the schedule. We wanted to make sure that those really big shots had the time they needed to look as good as they do.It puts a lot of pressure on the Models and FX departments, but once we had hit the look we were after, the rest of the shots fell into place more quickly. The creature work on the Offspring and Xenomorphs was more difficult to organize. There was a lot of creative work and ideas that we were constantly adjusting to hit the right look and feel so we had to adapt to a more fluid schedule. LC: As Dan says, we started with all space shots first and the Offsprings augmentation work to kind of encapsule the language of both camera and Rob Bobroczkyis acting. Once we were more confident with it, we fleshed out the whole last part of the third act together, where all the destruction happens in the vacuum and the characters are hanging in space. This required some prep to really bring the realism into the animation so that it felt really connected with the rest of the sequence.What are the sequences made by Weta FX?DM: Weta FX worked on shots throughout the film, but the concentration of our work was the third act. This included Rain fighting the Xenomorphs in zero G, the destruction of the Romulus station; the space environment of the planet and rings, as well as the Offsprings evolution from birth to maturity and its attack on Rain. From inside the ship and out into space, the Offspring and the final oner as Rain makes her way back to her ship were entirely created by Weta FX. What challenges did you encounter in creating realistic planetary rings, and how did you achieve the desired visual effect?DM: We always start with reference. We looked at every documentary on Saturns rings and every bit of info we could from the files NASA puts online. You get into a lot of scientific discussions that most artists start to doze off. The hard part for the rings was finding a balance of beauty, realistic movement, and danger. If you make the rocks too small, the rings become too flat and you cant feel the speed and the movement, if you make them too big, the station starts to feel small and the audience loses the perception of its immense size. Fede wanted the rings to feel like a carpet of death and for us to incorporate the icy mountains that build up towards the outer edges of Saturns rings. LC: Pretty quickly, we realised that the feeling of scale and speed was more important than the physics behind the actual rings. It had to feel dangerous, slow from far away but deadly fast from close up. At some point, we started treating the rings as a third protagonist. The mantra was to keep it visually interesting, so we added more volume and speed variation to help the cinematography. Then for wider shots we have had to specifically design the ring shape around the planet itself to make it look giant and give a sense of infinite perspective in frame.Could you walk us through the process of designing the spaceship and the space station?DM: The ship and the station were both designed as miniatures on set. We had a large amount of reference to match. We added small details that were required for the story, like elevator shafts, extra labs and antennae. Our main work was making the assets destruction-ready and building walls, interiors, panels, pipes, and everything contained in the labs for when we ripped apart the station.How did you ensure that the scale of the planetary rings and the spaceship felt accurate and immersive to the audience?DM: One of our comp leads, Matt Holland, spent a lot of time finding a way to incorporate the planets shadow into the story so we could use it to help the audience understand where the ship and station were at any given time. Our animation team had to work through the best lenses to use for each shot to keep a look that aligns with the way youd shoot practical miniatures on set. They had to focus on the height from the rings and the speed of the planetary rotation so that the story points could always be easily identifiable to the audience. LC: When we first compiled our ship and planet assets in the same scene, at the correct scale, it was really impressive to see how different a human camera would have to move in space in order to frame what we wanted. Space and rings are huge, speeds are constants, and operating a camera in these conditions is really different than doing it on smaller scale with something in foreground to help figure out camera movements. It took a few iterations for the team to be able to operate these assets in that huge environment and achieve the right feeling. Trying to frame the Corbelan flying at 20.000k/h in front of smaller rocks flying even faster to give a sense of danger and keep it visually clear was exciting. The same for the shot of the Station crashing through the rings, we went through a few staging variations to fine tune the feeling of speed, and huge size.What role did lighting and color play in enhancing the visual impact of the space scenes, particularly around the rings and the station?DM: For the lighting we relied heavily on what the DP Galo Olivares had shot on set. We tried to keep lighting color and contrast to have a similar feeling to shots throughout the film so that the movie always had a consistent style and visual look. The ring color had to stay more of a neutral icy feel so it didnt overly contrast with the warmer planet.Can you share any behind-the-scenes insights into how the visual effects team collaborated to seamlessly integrate the spaceship and space station into the larger cosmic environment?DM: At the start of the show we asked for the list of camera lenses that the cinematographer uses on set. We got all the data on the lights that are being used. Temperature, gels, size, distance from subject, everything we can get our hands on. The closer we can get our base to what was used on set, the better the integration will be with any practical element we add. Most of the work in space was entirely digital, but its base was still aligned to what youd see if you were to shoot it as a miniature.What were the biggest challenges in bringing the Xenomorph to life on screen, especially in terms of movement and interaction with the environment?DM: Performance. The physiology of the Xenomorph allows it to move in a large variety of ways. You can play them like an actor in a suit or on all fours like a cat. How do the Xenos work with each other As a swarm or more individual. You could have them use more of their tails like a scorpion if you wanted. The challenge was to find the best performance based on Fedes direction and the story we were trying to tell. LC: The first Alien film features a Xenomorph on two legs, sort of bipedal, then on Aliens, we saw them moving on four legs, on the walls. We went through a few different inspirations to figure out the best feeling for it according to its design constraints. How fast they move, how do they interact with each other. Our main Xeno performance takes place in a zero-gravity environment. To do it we had to build few systems to really kill the incidence of the hips and emphasise the grip on the walls instead. A lot of details were figured out on the fly, like how to animate the tail, how to show that they are moving forward with the heads always leading like a predator on a curve but not too smooth. They had to feel creepy like cockroaches but not too much. Their big four back-pipes are sometimes in the way of its limbs, head and tail, but in the meantime, they give it so much of its identity. This creature design is fantastic, it allows so much attitude with minimal input.Could you elaborate on the techniques used to create the intense zero-gravity battle scene? How did you ensure the physics felt realistic?DM: We had actors on our mocap stage perform many of the movements. These motions were very carefully adjusted by our animation team, slowing down sections while keeping the overall movement based on real physical performances.LC: Working on Kong x Godzilla before helped to figure out a better and faster way to capture interesting zero gravity movements. After few discussions with our amazing stage team, we came up with great systems to help give the actors easy flow and allow them to focus on the story of each shot. I think we ended up with something quite interesting. At some points we even had to tone down the floating feeling because we were starting to lose their tension and the dangerousness of the character.What role did practical effects and CGI play in the creation of the Xenomorph, and how did you strike a balance between the two?DM: Fede had shot a lot of the in between shots using practical Xenomorphs. This gave us anchor points for the sequence. We knew when and where the Xenos had to be between shots. We knew our look had to match identically to the practical. It was less of a balance and more of a goal. If they could have shot them all practically, they would have, so we needed to make it feel like they did.How did you choreograph the zero-gravity battle to maintain tension and excitement while also dealing with the complexities of weightlessness?LC: We carefully broke down each shot of the sequence to really establish the flow and the needs of each performance as a whole. Then we did more breakdowns to allow a few hero Xeno creatures a mini story across all shots in continuity. The rig we built on stage was really helpful and allowed us to fine-tune details. We then composed the shot to give it the right feeling in terms of number and momentum. We had versions with a big horde of Xenomorphs rushing forward, but once in the dark lighting we realised that the feeling was not quite there, so we reorganised their numbers to make it clearer.What were some of the unique challenges in blending the Xenomorphs presence with the zero-gravity environment during the battle scene, and how did you overcome them?DM: Fede had a very specific idea in mind with the Xenomorphs. They are predators. They are also very smart. He wanted to make sure they moved towards their prey as a pack, using a pack leader as a guide. They are also able to anticipate and strategize. When Rain turns off the gravity, the initial thought is the Xenos will float around and be helpless, but they know what she is planning. They quickly react to the loss of gravity. All the Xenos move into using their fingers / claws and tail to adjust in the environment. They move by jumping position to position knowing how to land and keep balanced in order to remain focused on their target. Ludo and the Animation team had to design these performances so that the audience understood this about them. It had to feel intentional so that when they do get shot and they lose that control of their environment, they are then helpless to recover in time to save themselves.LC: Staging all Xenos limbs and blood across the sequence as they get shot was a real challenge. We had to come up with a system that visually represented the acid from the early blocking stages. That way we could sell what the shot would look like in Anim and compose all of the characters around it.What was the inspiration behind the design of the Offspring, and how did you ensure it stood out as a unique and terrifying creature?DM: The base design of the Offspring is a 7 ft., 5 in. actor in an amazing prosthetic suit. The performance and the look of the creature are all based off the actor on set. To keep it unique and part of the story, we kept it evolving throughout the sequence. It was always dripping black goo from its back, its tail was growing over time, as well as adjustments to his feet and hands. Its mini-mouth was also evolving to grow from a feeding device into more of a weapon. You have characteristics of both the engineers we saw in Prometheus and the Xenomorphs from the original Alien movie. This kept it grounded in something the audience could accept as being part of this universe while still being amazed at how horrific something familiar can be.How did you approach the animation of the Offspring to convey both its alien nature and its disturbing characteristics?DM: We focused a lot on the actors performance. We needed to make sure when we went digital with the character that it didnt suddenly move twice as fast as the previous shot with the real actor or move in a way that caused the audience to see the real versus CG performance. It needs to flow as one performance across the sequence. We had a very less is more approach to its movement. Having it move too quickly or too erratically was going to turn it into a cartoon character. It has a very similar movement and intent of the Xenomorphs, which is more of a predator hunting its prey. Slowing down the movement made it feel more menacing and frightening, striking only when necessary. LC: As the Offspring grows up, we slowly discover that it has a tail. This tail is the xenomorph identity so we used it in the way that it would not look like a dog or a scorpion. Instead, an approach we had was to imagine how we would have created this tail motion in the 1980s. Certainly not by moving the whole body and tail around. One way to ground this giant tail to an actor in a suit would have been to have an extra with a stick hidden nearby, moving this heavy tail from its tip. The rest of the tail, attached to the suit, would simply react to it, up to the hips, in a rack dolly way. That way, it gives the creature and its appendices an erratic way to move. Thats an example of how we approached details of the Offspring to portray his attitude.What specific challenges did you face in making the Offsprings movements feel unnatural yet realistic enough to be terrifying?LC: We really studied Robs performance in order to understand the mechanic of its locomotion. He is a very tall person with a lot of strength. What makes the Offspring terrifying is certainly its slow steering but sturdy moves. There is no waste of energy when it walks, everything moves with momentum. And in term of facial performance, it has a blank look, and never blinks! Even once out in space, when it is in pain with boiling blood, it is still steady, focus on its prey, with a sharp strike. Less is more was our best ally.Can you discuss the collaboration between the design and animation teams in creating the Offsprings distinct appearance and behaviour?DM: Giving his movements a sort of psychosexual motion.Its part of Giegers original designs of this world. You understand the movement and the intent without ever needing a character in the scene to spell it out for the audience. It plays on emotions of childhood and maturity that people would never want to be a part of, yet they understand it. Its the kind of behaviour that is real, but still terrifying to experience. Seeing this creature move in that way is what draws people in, allowing us to set up the finale where all connection to this creature is ripped away. LC: The moment where the Offspring takes its mini mouth out is one of them (sorry if there is another name for it, but that is what all called it!). We specifically worked on both design and animation together to make sure that the story and sub story were hit in those shots. Another one, for instance, was where the tail first grows out after his feed. After talking with Fede to clearly understand his vision, we worked with Models and our Art Department to build a special setup that allowed animation to really drive and stage the tails bones pace and timing.How did you use visual effects to enhance the Offsprings presence on screen, particularly in terms of texture, lighting, and interaction with its environment?DM: The Offspring is way too big for the environment it is thrown into. This caused it to be slightly clumsy at times and continually knock items in the room around. Its tail would hit walls, guns, boxes. The Offspring was trying to figure out its place in a world not designed for it. The lighting in the ship moves in ways to enhance the performance. The Offspring would often move slowly, but we took over the set lighting and added fluctuation to the lights, power surges, and flickering. It balanced the movement to hold onto the intensity of the scene. The Offsprings texture is similar to that of an Engineer from Prometheus, but it was more broken up, fresh out of an egg and growing too quickly. This meant adding more fluid, sand, and slime to the surface of its skin. When the Offspring gets pulled into space, its skin needs to be torn by the flowing sand and atmosphere pouring from the ship, its bleeding, its blood is boiling under the skin.Were there any memorable moments or scenes from the film that you found particularly rewarding or challenging to work on from a visual effects standpoint?DM: The space environment took a lot of development and when it came together we all had a moment of both awe and relief. When the first renders of the Offspring started coming out, the team internally would be sort of disgusted by the visual presence of the Offspring, which was definitely memorable. If we were able to gross ourselves out, we were on the right track. LC: The outer space shots at the end were great to work on. The last shot where Rain escapes, with the Offspring travelling through the container to then finally watch the ship crashing into the ring in the background was definitively challenging and exciting.Looking back on the project, what aspects of the visual effects are you most proud of?DM: The worst thing would have been for people to chuckle or snicker when they see the Offspring, so when in the theatre and the audience had such a perfect reaction when they saw it, it was incredibly rewarding. That gasp and almost silent reaction of what am I seeing right now? Seeing how people didnt turn away but were engaged and amazed. That is what our team values, knowing the work was successful and got the audience to become a part of that moment. Which sequence or shot was the most challenging?DM: The station crashing into the rings. The immense scale and amount of geometry was insane. It needed to be beautiful and destructive at the same time. There were several story points all crossing at the same time. There were easter eggs to add in. It was an immense amount of work with a very satisfying conclusion. LC: The Offspring jump scare was challenging, when Rain is climbing back up to the container surrounded by all the sand pouring out in space. This took us a lot of iterations before finding the right timing. It was great to see the audience reacting to it, jumping back in their seats!What is your favourite shot or sequence?DM: The first shot you see of the Offspring in space. Its a perfect balance of sound and visual terror.LC: I really enjoyed the very first shot of the Offspring, on all fours, watching Andy.A big thanks for your time.WANT TO KNOW MORE?Weta FX: Dedicated page about Alien: Romulus on Weta FX website.Eric Barba: Heres my interview of Production VFX Supervisor Eric Barba.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Skeleton Crew: Onyx Cinder & Neel Breakdowns by ILM
    Breakdown & ShowreelsSkeleton Crew: Onyx Cinder & Neel Breakdowns by ILMBy Vincent Frei - 16/12/2024 Meet the adorable character Neel, brought to life by Animation Supervisor Shawn Kelly, and see how practical effects shine with this really cool miniature model of the Onyx Cinder spaceship. Two breakdowns, two glimpses into ILMs impressive work on Skeleton Crew!WANT TO KNOW MORE?ILM: Dedicated page about Skeleton Crew on ILM website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Senna: VFX Breakdown by Picma Creative Post
    The speed, the adrenaline, the legacy. Picma Creative Post from So Paulo delivers really cool visual effects in Netflixs Senna, bringing the legendary racers world to life with stunning realism!WATCH IT ON Vincent Frei The Art of VFX 2024The post Senna: VFX Breakdown by Picma Creative Post appeared first on The Art of VFX.
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    The Witcher IV: Cinematic Reveal Trailer by Platige Image
    In the shadows of destiny, Ciri rises once more. Witness her legendary return in The Witcher IVs breathtaking CGI trailer, forged by the masters at Platige Image. Fate still weaves its threads, but this time the hunt is hers!WANT TO KNOW MORE?Platige Image: Dedicated page about The Witcher IV on Platige Image website. Vincent Frei The Art of VFX 2024
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    Wolfs: Huw Evans VFX Supervisor beloFX
    InterviewsWolfs: Huw Evans VFX Supervisor beloFXBy Vincent Frei - 13/12/2024 In 2023, Huw Evans shared insights into beloFXs visual effects work on Fast X. He later contributed to The Wheel of Time. Today, he discusses the subtle visual effects behind Wolfs.How did you and beloFX get involved on this show?I had my first meeting with Janek Sirrs (Production VFX Supervisor) and Mitchell Ferm (Production VFX Producer) in April 2023 while they were filming in Los Angeles. It was my first time working with them, though Janek had previously worked with some members of the beloFX founding team, so he was already familiar with who we were and what we could deliver. The script was fantastic, and the visual effects work looked compelling, so we were excited to join the project.How was the collaboration with Director Jon Watts and VFX Supervisor Janek Sirrs?It was my first time working with both Jon and Janek, but I was already aware of their recent work on the latest Spider-Man movies (of which Im a huuuge fan!) so I was excited to meet them both. We worked closely with Janek throughout the project, with regular calls to discuss the vision and approach. He was a great collaborator, providing us with clear direction and references but also giving us the freedom to bring our own creative solutions to the table and explore alternative ideas where we thought we could help. Personally, I love this kind of collaboration in VFX its an industry driven by artists, after all! Embracing that spark of creativity is often where the real magic begins to emerge. We truly appreciated the collaborative spirit that both Janek and Jon brought to the process.How did you organize the work with your VFX Producer?This was my second show working with the wonderful Jan Meade, our beloFX VFX Producer. Shes incredibly level-headed and exceptional at her job, making it an absolute pleasure to work alongside her on this project. The work was distributed across several of our sites, with the London hub leading the charge with the generalist type work while most of the FX-related work was handled by our Canadian office. Balancing the skill-sets of our available artists with delivering the best value for our clients is always a priority alongside making some amazing visuals obviously!What are the sequences made by beloFX?We were responsible for the majority of the VFX work in the second half of the movie, focusing primarily on digital snow and environment work, among other bits and pieces. We worked on a large amount of the films wide establishing shots, and also a large number of the car interior shots. There were also exterior shots outside Junes apartment, around Club Ice, outside the warehouse and we worked on the shoot-out under the underpass too, among other sections.Can you explain the role of invisible visual effects in Wolfs and why theyre essential for the story?The action unfolds over one snowy night in New York and, as with any production, nobody can control the weather. So, our work was to create a photorealistic snowfall that starts out light and subtle, but progressively builds as the story continues.Our goal from the start was to keep the work invisible. It wasnt about spectacle but about achieving realism and subtlety. Ideally, a production would capture this in-camera using practical effects like fake snow. However, in this case, shooting permits had specific limitations for instance, crushed ice could only be placed on pavements, not roads. Add to that the unpredictability of wind, which can make SFX foam towers unreliable, and the need for VFX support became clear to achieve the desired look.In the end, nearly every shot featuring snow was either entirely created with VFX or at least augmented with it. So there was quite the challenge in ensuring that it looked convincing and consistent throughout the entire film.Could you walk us through the process of adding snow effects in a realistic way that blends seamlessly with live-action shots?Our process would generally begin by looking at the practical SFX snowfall captured in-camera, if any was used for a given shot. In some cases, the practical effects worked well the behaviour looked natural and only needed to be augmented or thickened to achieve the desired density. These cases provided an excellent reference for the FX team to match the behaviour of our digital snow which was really helpful.In other cases, the practical flakes might prove too distracting or behave unpredictably, maybe theyd catch too much wind due to being made of lighter foam for example. For these scenarios, our process would be to remove the practical snow either procedurally if it was particularly heavy or manually if it was lighter. From there, wed create a full digital replacement to achieve the desired behaviour.In some instances, there was no snow visible in the plate photography at all, so wed go fully digital, ensuring were matching the surrounding shots in the sequence.For the ground-based snow, wed take the lidar data of the environment where the shot was set, and use it to procedurally generate a blanket of snow that gathered and reacted to the underlying geometry. Naturally, this required some manual clean-up and adjustments, but it provided an excellent starting point and gave us full control over the snow levels for different moments throughout the movies timeline.In terms of environmental effects, were there any particular elements of New Yorks winter ambiance you found challenging to replicate?There were a few key elements we had to work especially hard on to get just right. In the films earlier sequences, while the snow was light, we needed to digitally wet down the streets. This involved adding digital puddles reflecting the multicoloured shop lights and passing cars, and even creating a wet sheen on some of the surrounding buildings to capture that snow just starting to settle feel.We also took great care to add small details and subtleties, like snow settling on the branches of a tree. This required a full paint out and removal of the tree from the plate, then matching back to the photography with a fully CG tree covered in a dusting of snow which worked great with the moving camera in the shot. Things like that took a bit of time to get just right.Then, as the snow grew heavier, the roads needed to be populated with a mix of compressed ice, softer slush that reacted to car movements, and a lighter top layer of snow dusting all working together to give the right feel. We also had to keep track of the hero car, ensuring it accumulated snow as the story progressed. This involved a combination of static geometry pieces and animated, FX-driven snow all working together with the practical moving car.Some of the more subtle environmental effects included the unique depth hazing that occurs when light layers of snow stacks up, creating an interesting mist-type look. We played with this a lot, especially in our wider establishing shots, which helped sell the overall ambiance.How do you measure success in invisible effects when the goal is for audiences not to notice them?I think thats a rather interesting question actually. I guess the answer is exactly that when audiences dont notice our work! We all love creating the big VFX spectacles, something unimaginable and fantastical has its own joys and rewards, but theres always something super challenging and hugely rewarding about the invisible effects and knowing that people watching it wouldnt suspect a thing. I always enjoy watching VFX breakdowns and seeing the before and afters, its like looking behind the curtain and seeing a magician reveal their secrets, as dramatic (and cheesy) as that might sound!Were there any real-world references that you relied on heavily to ensure the authenticity of the New York winter look?Its always, always, always beneficial to draw from references, and in this case, Jon had a few key photographs that captured the look and feel he wanted to create, so we continually referred back to those images. We also had specific falling snow references that Janek sent over, which were invaluable in helping us figure out the right speed and density needed for this movie. As with any VFX work, working from real-world references always leads to better results. Whether were creating something fantastical or something grounded in reality, we can always find little clues within references that help guide the way forward.Looking back, is there a specific invisible VFX shot or environment in Wolfs that youre particularly proud of?One of my favourite shots is a wide view of the street outside the apartment, where we added a complete road wet-down and integrated two differently lit practical photography plates to create the final look. We also added falling FX snow, illuminated by streetlamps. This single shot really contained a lot of our working methodology, and it ended up looking extremely similar to some of the reference photography Jon had guided us toward so it felt great to get that just right. Plus, its the kind of shot where people wouldnt necessarily know anything had been done to it, and those shots are always quite fun!Which sequence or shot was the most challenging?Id actually say some of our car windscreen wiper shots. Perhaps not the most technically challenging in terms of what we were doing (or the most exciting ones to shout about!), but adding the windscreen wipers to the hero car and ensuring the smear on the glass looked correct, along with the way the light dusting of snow settled on the glass and then got wiped off, was a surprising challenge! Hopefully it works as one of those totally natural, invisible effects mentioned earlier.Is there something specific that gives you some really short nights?As is usually the case, it was probably just the race to the finish line! Even when you think youre ahead on certain aspects of the work, its managing those curveballs and new shots that come in at the last minute and rolling with them. I guess thats part of what keeps it exciting working in VFX, right? Maybe? Who needs sleep anyway!How long have you worked on this show?I started on the show back in April 2023 and we delivered in April 2024 so pretty much a year in total.Whats the VFX shots count?We delivered just under 300 shots 298 to be exact!What is your next project?Im currently working on an unannounced TV series for Prime Video stay tuned!A big thanks for your time.WANT TO KNOW MORE?beloFX: Dedicated page about Wolfs on beloFX website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Gladiator II: Mark Bakowski Production VFX Supervisor
    InterviewsGladiator II: Mark Bakowski Production VFX SupervisorBy Vincent Frei - 11/12/2024 Back in 2022, Mark Bakowski showcased ILMs visual effects on No Time To Die. Following that, he worked on Jurassic World: Dominion and the Willow series. Today, he talks about his latest work on the sequel to the legendary Gladiator.How did you get involved on this film?I think I was incredibly lucky, to be honest! Id just finished Willow, the streaming series that was briefly on Disney Plus. At the time we felt it had all gone well so there was much talk of going back for S2 etc. so I thought that was my future which was fine with me.Then my boss said do you want to do Gladiator II as production supervisor? How can you say no to that? That said, as I was going into it straight after Willow with no break a tiny lazy part of me thought if I didnt get it and waited for S2 of Willow then it wouldnt be a disaster. Glad I didnt listen to lazy me.Anyway next thing I know Im talking to Ray Kirk the executive producer and one of Ridleys key people. Hes pointing at pictures of Colosseums with ships and waterstabbing them with his finger and looking at me! I guess somehow I made the right noises and I was on the show.How was the collaboration with Director Ridley Scott?I could say so much about this, theres so many stories- but Ill keep it brief considering how many questions there are in this list. Hes obviously a visual genius with such an eye for composition, such visual flair. But I assume most people who like his films will be aware of that. I guess I took away that hes a lovely man, very funny he hides it under a gruff sweary exterior much of the time of course. You get to listen to him direct on channel 1 of the production radio as he shoots. Talking in the camera, the set dressing, the actors its so educational and by turns amusing. They should have used it for Blue Ray / DVD commentary if those still exist. He makes the big calls on the day. He knows what he wants but hes not unreasonable at all. Hell listen to youhe may agree or he may not but you feel you can tell him your concerns and reasons and then he makes the call.Its also old school big Hollywood film making. Its just bigand that comes with Ridley right down to the cigar smoking. Im not sure theres many more experiences of that scale out there beyond maybe the Bond movies.How did you organize the work with your VFX Producer?Nikki Penny was VFX producer. I think we had a great relationship and worked really well together. Shes very smart. We both have our areas of responsibility but of course they overlap in every way, its just a question of emphasis. If I want to do X and Y then there are implications of time and money etc. and vice versa. So wed talk things through, set a plan, put in assumptions and then react when things changed throughout. If Nikki had a concern shed tell me and not just financial etc. but aesthetic. Shed call out the emperors new clothes as required. Its good to have a second opinion with so much going onas long as that person has taste and understands VFX which of course Nikki does.How did you choose the various vendors and split the work amongst them?Well being ILM based myself there was never a question ILM was going to get a large chunk of the show and for the fact it went that way I am super happy. The ILM team led by Pietro Ponti and Ed Randolph were AMAZING! I say that not just as an employee hoping for a Christmas bonus but also with my independent hat as production supervisor. They more than hit the briefthey added so much value creatively. So many beautiful ideas and images they brought to the table. Wed start with brief & realism, then ILM would add their layer of creative pizazz and then wed sprinkle Ridley touches on top for seasoning (flags, birds, embers etc.) as we learned what he liked for each sequence. ILM did Rome / outskirts, the Colosseum, opening battle & the final battle. The work went to them because we just knew they could be 100% relied upon, plus Nikki had just come off a really great experience on Abba Voyage with them.We also went to Framestore where Christian Kaestner and Jeanne-Elise Prevost ran the show as VFX supe and producer. They were great, I know Christian from my time at Framestore they were fantastic. Obviously FS has a creature reputation so they picked up the baboons and rhino. Due to the mysteries of finance we had to spend a bit more money with them for some tax reason or other so they also got the Styx underworld as a nice section of work.James Fleming was supervisor at Ombrium; they were our overflow facility. They picked up niche little problems for us. A bespoke paint task here, a run of temps there, some smoke FX to glue this to this. Really great little Swiss army knife, as were also our in house team led by Jon Van Hoey Smith at Cheap Shot. Id worked with Jon before and had been blown away by his problem solving and speed. The big VFX machine pipeline is essential, but sometimes a VFX ninja is the way to deal with a problem creatively and financially without compromise on either.Then we had a little de-age work for the flashbacks. I had worked with SSVFX before to do this and they were amazing. Ed Bruce there has a great eye so we called them back and they nailed it.Finally we also had Exceptional Minds do about 10 shots. They are an academy for people with autism launching careers in VFX and we were all super happy with the work. That was something Paramount asked us to do, and Im pleased that they did.I should also mention The Third Floor who did some amazing postviz for us. Hamilton Lewis, Pete McDonald and Jason Wen at various points led the charge. I wanted to go back to them because of my previous positive experience with them and I was glad we did. When Ridley saw the rhino post viz he liked it so much he wanted to final it-honestly, we had to talk him out of it!What is your role on set and how do you work with other departments?Working with other depts is interesting on a show like this, its VFX heavy but it doesnt feel VFX heavy as you prep and shoot. What do I mean by that? Theres so much practical build, so many cameras shooting at once (10 was normal for action, though 12 possible), such a big SFX team etc that it has momentum and that getting it in the can on the day is the focus. Its easy to forget that we still owe this and that with VFX because there is so much there on the day. Every department has its job to do but most stop worrying on wrap, whereas in VFX thats where a lot of the worrying still happens. So my job is (with the vfx team) is to beg, borrow, plead, negotiate whatever we can to get ourselves the best result. Asking camera to get us a clean plate of this or to scan this actor in this state or to knock back the practical smoke here etc. Its all a series of negotiations and relationships where in general youre asking for favours and giving not much back. Of course you can give back you can say dont worry about this or that we can fix it for you but those kind offerings are often assumed these days! The VFX team was great. Maddison Gannon was our PM and she is so capable and so lovely. Her team got things done. They knew who to talk to when. So I do my best on that front, working either via the team or direct to the other HODs. Then as the shoot is happening Nicky Walsh or Tom Carter-Drummond who ran the floor would be capturing all the data and organizing the wranglers. Id be watching on the monitor one ear on Ridleys radio one ear on VFX radioand then when I saw trouble (or when Ridley called me) Id run into Ridleys trailer and plead my case as appropriate.Can you walk us through the creative process behind the spectacular opening battle scene? What were the biggest challenges in bringing it to life?There was no previz, not for this or for the whole show. But there was Ridleys boards. As mentioned, hes a great artist- good sense of perspective and visual story telling and that of course comes across in the boards. Then we add to that the plan was to shoot on the Kingdom of Heaven set in Morocco. So that means Ridley knew it (along with the Colosseum etc. obvs). So his boards could be accurate to the location. Theres a great start.The KOH set was extended and adapted to our Numidia and gave a solid practical location with a lot in camera, so theres a win. Obviously we needed to extend it and populate it for the wides but its something physical to work from so thats great. Theres no ocean there of course so that was on us. Now you could flip the idea and try and shoot some/all of it at sea or in a tank but youd probably have to replace the water anyway as the look wouldnt be right, the amount of interactions from impacts and cg ships would demand it and then shooting would be very slow. Plus youd owe a CG Numidia in the background, so better to take the solid win of KOH.We did of course need some sort of ship there, so Neil Corboulds SFX team rigged two 150ft Roman vessels that were constructed to these 20 axle multi directional transporter rigs. So in normal life they can be daisy chained to the length required and then used to transport giant things that need to be kept stable like turbine blades or bits of planes etc. So these things could move around the desert floor quickly (faster than the rest of the crew could move for sure) and Ridley could set his shot to taste- rather than relying on laying tracks and being constrained as such.These two practical ships were then re-dressed in different configurations such as artillery, troop transport or siege tower and became our hero vessels as shots required. We added the hull, oars, sails, rigging, animated the siege towers when they needed to rise etc. Beyond the hero two ships the rest were added digitally. That said sometimes the hero ships themselves were fully VFX, but always using photography as a guide. For example sometimes the pitch and roll of the ship that Ridley wanted was more than the plate could deliver, or he wanted a different camera etcOne big challenge that became apparent in post was that the dusty desert sky and the geography of the KOH set meant the plates were often front lit or quite flat. Ridleys very clever solution to this was to do full sky replacement, adding dark brooding clouds. Its amazing how something front lit with a dark cloud behind it looks cool vs the original plate. That plus Im sure it has some symbolic nature about the looming Roman menace.How did you achieve the intense realism and scale of the battle, particularly with the large number of soldiers and complex choreography?Ridley was good at keeping us grounded. Hed say not too many ships, keep it realistic. We need way more missesmore splashes than impacts after all its not a precision weapon, the catapult etc. So I think that kept us honest. Then to choreograph scale and distance we could add crowd, move the KOH set around, add ships etc as we owned them all digitally. We had TTF do a pass through very quickly and very early and that was great in ironing out the big ticket items broad strokes and giving editors the ballpark.We did have a few amusing shots in the fort when it comes to choreography. I mean I can laugh now at least. Ridley was in such a hurry to shoot, he likes to move quickly. We had one where I think we may have had in a wide 15 crew of various sorts mixed in amongst then Roman soldier extras, not clean on the side but right in there. Meanwhile half the extras I think hadnt heard action so were doing random things. That was fun.What role did practical effects play in combination with CGI for the opening battle? How did you ensure a seamless blend between the two?I think you back into the SFX as best you can so if theres an explosion or a water splash thats practical obviously you then attach a fireball or whatever appropriately to justify. On that score its kind of obvious. Then there are some which just wont sell due to the trajectory or height of the impact and those you just need to remove.Ridley is a big believer in organized chaos. What looks ridiculous on one camera can look great on the next and he has a lot of cameras, plus long takes so the practical effects are all part of the symphony. Also Im sure it helps the actors get into the spirit of things. If theres a specific thing I know will cause us an issue such as smoke then Id put my case and normally hed be very reasonable about it.Were there any new or experimental techniques used to capture the intensity and chaos of the battle?I dont think so. I mean we tried to put in as much randomness as possible like fireballs rotating off axis, arrows bouncing off things etc I dont think you pick them up individually but they all add up to a vibe. ILM were always adding cool little moments as well, the odd burning man running or collapsing siege tower. Dirt and water on the lens. All the old classics!How did you handle the destruction and debris effects during the fight sequences, especially given the ancient Roman setting?We used VFX smoke, ash and embers a lot both in the opening battle and in the Colosseum ship battle. Theyre great battle texture, great energy, Ridley likes them and they glue the sequence together wonderfully. Also the smoke especially is great at directing the eye where you want, so popping a character out here, or flattening the image there when it gets too fussy or simply hiding a camera op.The recreation of ancient Rome is breathtaking. How did you approach designing a historically accurate yet cinematic version of the city?I think it ended more on the cinematic over historically accurate side of things! We did consult with a lovely professor of history about what was historically accurate and we tried to go that way, but very quickly we had to leave it behind. It became Ridleys Rome. An example being the Colosseum, we adjusted the details to be correct, but it didnt look like Gladiator and it didnt look as cool. Its a kit of parts very much dressed to camera, and that includes the Colosseum.What were the most complex environments to build for the film, and how did you overcome the challenges of creating them?This may not be the most complex but its a change from talking about Rome all the time, so Ill say the Styx underworld sequence. It was shot on a stage in Malta with a small, dressed set. I think what was interesting there was Ridley was quite keen on the river being this liquid mercury look. The amount of viscosity and crustyness were a fun balance, getting the right amount of surface tension and movement to sell mercury but not T1000. I think it was also fun as we had such free range to sell each shot, we had some concepts to guide us but because its this fantasy location we could be creative about just dressing it to look good. Framestore got there really quickly and did a good job. In a different world on a different movie and if the sequence was a bit longer it would have been good for Stagecraft/ the volume. But thats not Ridleys thing.How much of the ancient city was built as a physical set, and how much was extended or created entirely through visual effects?It was a big set build, 1/3rd the height and maybe th the span of the Colosseum. For Rome a large amount of fort Ricassoli was built up as Rome. For the larger buildings to 30 feet height or more. Then that set could be re-dressed for interior and exterior to play multiple locations.Fort Ricasoli has all the Napoleonic tunnels which with a bit of dressing and modernity fix could feel very Roman. So wed top that up and extend it. To be honest the bigger problem was populating it. We maxed out at 500 extras often way less. So things like the Colosseum would get, relatively speaking, a postage stamp of crowd. It was a real gamble working out where to place your crowd with so many cameras pointing in different directions. Of course where the practical crowd was missing wed owe it, and often owe it layered behind fiddly roto etcCan you share insights into the use of digital matte paintings or virtual sets in recreating the grandeur of Rome?Hmmm, not really. I mean there were dmps. At times Ridley would say things like, Ill do you a favour and Ill lock the cameraand Id say actually please dont lock it for me, Id prefer if you move it its easier to sellespecially with the big vistas. Cant beat a bit of parallax.How did you leverage modern technology, like Unreal Engine or AI tools, to enhance the visual fidelity of ancient Rome?We tried TTFs Cyclops. Its very cool and fun to use. But it just wasnt quite immediately fast enough for the pace Ridley works at. Plus hes got it in his mind anyway. Instead I resorted to taking stills from G1 when it came to the Colosseum at least and painting over them showing the vfx extension vs set plus the heightsthen gave that to camera. Sometimes theyd be seduced by the sun peeking over to make a silhouette just cresting it but youd have to say that cant work theres a whole Colosseum blocking it owed.The movie features some impressive animal sequences, including monkeys, a rhinoceros, and sharks. How did you create these creatures, and what were the main challenges in making them realistic?Well funny you ask. Theyre all based on real ref, so a white rhino, a sand tiger shark (admittedly with a Tiger sharks more impressive dorsal fin attached) and then of course a baboon with alopecia.So early on Ridley saw this nature footage of a baboon with alopecia, (ie hairless) and fell in love with it. So thats our hero. He looks a bit dog-like or a bit alien, and I think thats what Ridley liked. Anyway we matched him and then it was all about the lean ribs, the muscle tension and twitches. Any chance I could get I was encouraging Christian and his team to load up on those to get us away from rubbery-and they did a great job.Were these animals entirely CGI, or did you incorporate practical elements to bring them to life?Theyre all entirely CG. That said we did everything we could to help the sell of the physical and emotional performances of both creatures and actors. So the baboons had the smallest stuntmen that could be found (they still werent that small) playing them. They wrestled with Lucius and friends and scampered about the arena. Then Framestore had the unenviable task of removing them via CG body parts, creative background plate surgery and brute force paintwork before replacing them with keyframe animation baboons.We also had a proxy baboon torso that could be puppeteered for the close ups. Again this was fully replaced but at least it was closer to the correct size so was less of a pain.Can you explain the techniques used to animate the rhinoceros during the battle scenes, especially in terms of weight and movement?The practical rhino on the day was an amazing SFX rig on wheels made by Neil Corbould and team. It could be radio controlled to drive around the Colosseum at speed. So that gave lighting ref, eyelines and performance etc. On its back was out actor/stuntie on a saddle. It would buck up and down as it went mimicking a rhinos galloping gait. Vital to get the physical sell into the actor. It worked pretty well, Framestore backed into it and in general we kept the rider and saddle. That said sometimes there just wasnt enough movement so his lower half or all of him had to go CG.Then after that FS would plug in whatever they do to get the lovely fat, muscle, skin slide and wobble. It just looked amazing out of the box. The rhino went down very smoothly.The shark scenes are quite intense. How did you ensure that these sequences felt both threatening and realistic?The sharks were also about interaction, so the stunties were pulled on a jerk rig to give the appropriate shark vector. A little bit of help from us to increase the speed then pop in the shark and some bubbles. Compared to the baboons they were a walk in the park.What references or inspirations did you draw from to make the animals feel authentic to the ancient Roman period?We made sure they were all scarred and imperfect. They have all been in the wars in one way or another. Not specifically Roman Im sure to have injuries but we definitely would have missed them if they werent there.Were there any unexpected technical or creative challenges encountered during the production?Yes. People had told me before wed be picking up camera paint out and roto but I had no idea how much. I dont think anyone who didnt work on it would understand. Maybe the Napoleon crew. Think we should form a mutual support group.Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint?The final battle, where the two armies face off outside Rome. That was split between Sussex (UK) and Malta, plus 90% of the armies are CG. The decision to put in armies was a decision taken after the fact. The efforts required to unify the two locations were massive. Sussex was just a grassy lush field. Looked nothing like Malta physically or in terms of the light quality. So much work just to be not wrong! Ill put that in the challenging camp.Looking back on the project, what aspects of the visual effects are you most proud of?I like the Colosseum Naval battle. There are some spectacular shots in there. I mean I like all the work of course but Ive not mentioned it in the interview yetand it was a bit special.How long have you worked on this show?2 years all in.Whats the VFX shots count?Nearly 1200.What is your next project?Im not officially on it yet so cant say.A big thanks for your time.WANT TO KNOW MORE?ILM: Dedicated page about Gladiator II on ILM website.Framestore: Dedicated page about Gladiator II on Framestore website.SSVFX: Dedicated page about Gladiator II on SSVFX website. Vincent Frei The Art of VFX 2024
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    28 Years Later
    Movie & Games Trailers28 Years LaterBy Vincent Frei - 10/12/2024 Danny Boyle and Alex Garland reunite for 28 Years Later, and the first trailer is here! Brace yourself for an intense, pulse-pounding return to the world of infection and chaos. Watch it nowif you dare!The VFX are made by:Union VFX (VFX Producer: Paul OHara)The Production VFX Supervisor is Adam Gascoyne.The Production VFX Producer is Clare Norman.Director: Danny BoyleRelease Date: June 20, 2025 (USA) Vincent Frei The Art of VFX 2024
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    Agatha All Along: Previz Reel by Digital Domain
    Breakdown & ShowreelsAgatha All Along: Previz Reel by Digital DomainBy Vincent Frei - 10/12/2024 Before the magic hits the screen, theres the art of previs. Dive into the really cool previsualization work crafted by Digital Domain for Marvel Studios Agatha All Along. Witness how they shaped the witchy world of Agatha before it came to life!WANT TO KNOW MORE?Digital Domain: Dedicated page about Agatha All Along on Digital Domain website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    The Penguin: Johnny Han Production VFX Supervisor
    Johnny Han brings over two decades of experience in the visual effects industry. His impressive portfolio spans projects like Smallville, Heroes, Pacific Rim, and The Nevers. Today, he shares insights into his work on The Penguin.What is your background?I was born and raised in NYC. I studied art and got a job doing VFX for commercials while in college. Then I moved out to LA to work on TV and Film VFX as a 2d and 3d artist. I loved working on set so I became a VFX supervisor. I switched it up and moved to London to be a commercials director. Now back in VFX, Ive been working as a VFX supervisor on the production side and 2nd unit director with HBO most recently for The Penguin.What was your feeling to be back in the DC universe?It seems to keep coming back for me! From Smallville in 2002 and Superman Returns in 2006, Im excited to give it another go, contributing to the visual vocabulary of these powerhouse mythologies, this time for the world of Gotham City. I was 20 when I first started doing VFX on Smallville, and I think that worked out well because I was the exact age demographic the show was for. So the VFX ideas I thought were cool probably also were for the audience. Its 2024 now and as one gets older, sensibilities and tastes mature as well- so hopefully Im bringing those honed senses to the table.How was the collaboration with the showrunner and the directors?Lauren is a dream showrunner to work with. Shes open and willing to explore any and all ideas, as long as it helped enrich our characters, and tell the story we are trying to tell. Matt is great, a master storyteller but also loves the craft and its technical aspects. We could talk VFX ideas and techniques forever. It was really enjoyable and refreshing. Directors Craig Zobel, Helen Shaver, Kevin Bray and Jennifer Getzinger were like mentors, leading by example the art of directing. They also guided me when I was directing second unit for the show, especially important for some drama shots with our cast, which was such an exciting opportunity that Im grateful for.How did you choose the various vendors and split the work amongst them?I always like to work with trusted people whom youve already established a shorthand with. But its always important to explore and discover new and great creative partners waiting in the wings, adding new ingredients- flavors to the mix. I strive to play to each vendors strengths. Not just in the skills and technologies their teams may possess, but also their enthusiasm and hungriness for certain types of shots. It leads to truly creative problem solving, making shots sing. So above all, that passion I believe delivers the best work, and finding where that lives is the key. In-house artists are absolutely invaluable, taking on countless shots that are just the right fit to be done by one person teams, which larger vendors may not be agile enough to take on efficiently. Our vendors were Accenture Song, SSVFX, Pixomondo, ReDefine, Stormborn Studios, Frost FX, FixFX, AniBrain, and talented in-house artists Takashi Takeoka, Brian Ali Harding, and Jesse Newman.What is the your role on set and how do you work with other departments?For bigger VFX scenes, Im there on set to be by the directors side, guiding them through some of the technicalities, but also to be there to explore new ideas that may happen in real time. No matter how much you have a plan, nothing ever quite goes exactly according to it. But thats also the beauty and fun of the process. Limitations lead to new instinctual ideas. So if something causes the director to switch things up, Im there to guide on the fly- what needs to be shot, how the camera might have to move, and what the actors might need to do for us.Gotham City has such a distinct and gritty atmosphere. What were the main challenges in bringing this version of the city to life through visual effects?NYC has become much cleaner in the last few decades! My memory of growing up there in the 80s and 90s was a large part of my reference of what to aim for. But more than that, The Batman established a neo-gothic architectural look. There are actually only a handful of these styles of buildings in NYC, like the Woolworth building, but there are more in Chicago so we borrowed lots of ideas from there. Chicago is also what stood in for some scenes in the film. We digitally transplanted the tops of familiar NYC skyscrapers to have ornate gothic spires and cathedral-like structures. VFX Supervisors Nathaniel Larouche (Pixomondo), Ed Bruce (SSVFX), and Emanuel Fuchs (Accenture Song) have become Gotham skyline experts, pulling off several of these shots. Distinct to our show, our Gotham has just experienced a massive flood. So we tried to make our sets as wet as possible. One scene in the pilot has a short car chase which was meant to be in torrential rain. When we arrived on set, it was so cold that city safety laws prohibited us from using rain towers and wet down trucks because of the potential for it to all freeze and turn to ice. So we digitally added almost all the water you see. Furthermore, to make scenes feel wet, we added what we called wet flares- caustic lens flares that occur when light shines through water on the lens. We did an element shoot, shining all kinds of flashlights through various gels and silicon, bought at a local hardware store. This created a library of really intricate caustic light phenomena that our VFX teams integrated throughout the show to give it a wet, damp, post-flood Gotham feel.Can you explain the blend of practical and digital effects used to enhance Gothams iconic skyline and its unique architecture?We always endeavor to start from as much practical as possible. Our VFX team was continuously shooting random plates of NYC everywhere we went to build a large library. Once in post, we armed our vendors with this searchable library to kit out every shot as much as possible. Then from there, we asked ourselves what parts needed to be changed with 3d, adding specific Gotham touches like neo-gothic tops to modern skyscrapers. In every skyline, we tried to plant an in-canon building established in the film such as Wayne Tower, the GCPD clocktower and the Empire Gotham building, but with consistent geographic rationality.How did you handle the large-scale explosions in The Penguin to make them look realistic yet safe for the actors and the set?Sofias G-Wagon originally wasnt meant to be seen on camera, but in post Lauren and I felt such a shot would help the storytelling, so I really roughly slap comped together an explosion over an unused plate of the SUV, to give Lauren LeFranc and the editor Meg Reticker something to cut with. We all liked it, so VFX was given the go to make this shot from scratch with the team at Redefine. It was a fully CG shot, with a pyro simulation ripping apart the SUV, sending a hurtling fireball towards camera. When Oz falls down the shaft to escape the flames, we shot a real pyrotechnic explosion element of fire bursting down the shaft. However, once in post we realized it happens too instantaneously, not allowing for Oz to believably escape. Our VFX editor Erin Sullivan suggested we reverse the explosion clip, using the slower end parts of the flames as the first part. This worked perfectly and thats what you see in the final shot. When we see an aerial shot of the explosions resulting sinkhole, ReDefine figured out the location of the helicopter plate, and extracted the google maps 3D data of the environment to serve as a starting point. Then based on the reference that we went through with Matt Reeves and Lauren, simulated the sinkhole collapse. When Victor gets there we get a closer look. The team used the same asset and detailed it out, adding details of Ozs underground lair using the lidar data from that set. We wanted to help the viewers connect that under all this debris is where Oz was just moments ago, helping the story point of Victor thinking Oz may be dead.In terms of environmental effects, what was the most challenging aspect of creating the flood sequences in Gotham?Overall, the goal was to take this grand citywide event, and reduce it down to the experience of one individual, Victor. This contrasts to the films depiction, which was the effects of the wealthier midtown area and its people at a mass election event. Early edit cuts had shots cutting to different parts of the city showing various bombs going off, but we scrapped all that because we realized we were spreading this out and missing the point. So we had to focus it down to the most delicate and tragic moment of this one kids life.What techniques were used to ensure the water effects during the flood scenes looked as lifelike and immersive as possible?The flood is something not everyday people experience, so we wanted to connect it with as many everyday things people do experience. A typical rush hour traffic filled freeway, familiar green highway signs, street lamps, neighborhood storefronts, and neighborhood people. Things that you or I could have seen or experienced just yesterday, creating a strong personal connection. Lighting was a big part of it. When the water breaks through, the shot starts with lots of active lights- headlights, street lamps, apartment windows. But as the shot progresses those lights gradually flicker out or get submerged, making the water get darker and darker, ominously swallowing everything in its path. Most important was that the flood felt like it was Victors own testimony, literally a recollection of his experience. We storyboarded the scene as early as possible. In them, youll see the camera only goes or looks at angles that Victor could have seen. The explosions are mostly implied with strong light sources partially behind buildings- this uncertainty for Victor is perhaps more terrifying than if he could see them all in his line of sight. For instance, we dont get an up-close view of the bomb until Victor gets up off the floor, and by the time we reveal it, it has already half dissipated, where a more gratuitous version may have the whole bomb visible from its start. The water simulation was done to a feature film standard. I was a VFX Supervisor for Roland Emerichs end of the world flood thriller 2012, supervising the flood sequences in the film. It was an unforgettable learning experience, understanding why and how to make water look right. Hopefully, I was able to apply some of that here. And luckily, we were able to work with a knockout vendor. At Stormborn Studios, VFX Supervisor Goran Pavles and his team completed the entire sequence with fierce determination and applied technical expertise.How do you approach invisible visual effects, where the goal is to enhance or alter reality without drawing attention to the effects themselves?I suppose it comes from switching modes from VFX Supervisor to viewer at home, watching the scene over and over to see if anything is jumping out, and more importantly if the VFX is helping me understand the story. We have to put our pride down from wanting to impress and dazzle others, which often leads to overcooked, overzealous VFX work. I try to push the use of live action elements as the first approach for any VFX shot, leaning on a huge library weve built for this very purpose of arming ourselves with a toolbox. When we have to go CG, we still rely on live action by obtaining as much reference as we can. And at times, if we feel it isnt working, we will go out and custom shoot an element- in the office, in the parking lot, wherever. Its that important to me that we exhaust all 2d resources first.Did you use any digital doubles in action sequences? How do you ensure they are seamlessly integrated with live actors?When Taj and Nadia burn to death, we set up 7 iPhones as witness cameras around the actors, fixed on top of light tubes flickering orange interactive lighting. We wrote an app for all the phones to sync-record, with their views viewable from an iPad. This gave the VFX team at Accenture Song led by VFX Supervisor Emanuel Fuchs a robust set of views to match move to. We cyberscanned the actors as usual, but for me its more about the movement to get right. I sometimes do the still frame test. If I cant quite figure out why a shot isnt looking right, I pause it. If it all of a sudden looks real, then you kinda know its the movement thats causing it to feel not real.How did the mood and tone of The Penguin shape your choices when creating the visual effects for Gothams darker, more atmospheric scenes?We have to remember that our VFX imagery is meant to support the tone of the show. So often, Lauren and I would discuss when a VFX scene would look too pretty or too nice. This isnt right for Gotham. So often CG lights would get reduced to be moodier, less perfectly and theatrically placed. Sunsets and sunrises had to be the ominous kind, reminding you time is running out- not the ones you sit and watch. Skylines were never about postcard images of rich corporate skyscrapers lit up with dazzling lights. They were carefully composed to have a mix of rich and wealthy buildings, surrounded by shorter, darker, rows, sometimes black with the power off to echo the story point that Crown Point has been powerless since the flood. Gore would get gorier. For instance, when Victor shoots Squid, the convenient neat and tidy bullet wound done practically would get a VFX makeover with messier torn up wounds with blood erratically spewing out, streaming all over his jacket. The scene is about Victor realizing he has become a monster himself, and so what he sees had to be disturbing and unglamorous. If Victor shot him with a clean perfect wound, it would not have the same effect on Victor, as he watches Squid bleed out. VFX Supervisor Adrien Saint Girons and his team at ReDefine executed this chilling sequence.Were there any specific references or inspirations taken from other depictions of Gotham in film or TV when designing the citys look for The Penguin?Besides The Batman, we did borrow from one unique source. For some driving scenes, we collaborated with WB Games to use the real-time game environment from Gotham Knights to render out animated driving backgrounds that we put up on giant LED screens around the car. The creative team felt the game footages overall mood and tone (with some color desaturation) was a good match to be seen in the backgrounds of our car shots.The use of rain and shadows is integral to Gothams feel. How much of this is practical versus CGI, and how do you strike the right balance?Rain is a very hard thing to setup when filming, and also very hard to make visible on camera. We used it practically where it really counted, often just the areas where the actors were standing, and filled out the rest with VFX. When Oz has his Maserati car chase in the pilot, it was so cold in NYC that city laws didnt allow us to use rain towers because of the risk it may freeze and become ice. So, every aspect of the water was entirely added in VFX. The rain, reflections, spray from the tires, collisions on the car, and the foggy beams from the headlights. VFX Supervisor Eugene Bondar of Frost FX masterfully crafted did all aspects of this car chase.For shadows, we found there was something cool we could do here. Because there is a lot of muzzle flash gunfire in our show, theoretically they should light up our very darkly lit scenes full of shadow. The VFX team first used photography flash strobes to create room-filling interactive light, which we all felt was so visceral and exciting. We continued developing this idea, and created what we called VFX Flash-Guns. They were prop guns that contained all the electronics to produce an ultra-bright flash at the tip to give us that exciting interactive light driven by the actors. The flashes would however tear across the frame, when a flash clips the rolling shutter of our Alexas. So, we created a phase synchronizing system, that wirelessly altered the millisecond timings of the triggered flashes to only flash in phase with the camera shutters, resulting in full frame, never missing flashes. VFX Wrangler Jack Chaney took on the onset responsibility of making these flash-guns shine.Were there any particularly complex shots or sequences in terms of effects layering that required multiple passes and detailed compositing?When Taj and Nadia Maroni meet their fiery demise, we had to carefully balance telling the story of flames engulfing our two characters, while still seeing them visibly beneath with their charred sizzling flesh. The shots, as much as they seem to be about two bad guys burning, is actually about Oz taking a sick satisfaction and enjoyment of watching the two of them burn for as long as he can. So, we had to make sure Taj and Nadia didnt steal the scene. It was a delicate balance, but I think it really worked. The plates contained 6 light bars with iPhone witness cameras surrounding them for interactive flickering firelight. We also filmed reference fire footage- SFX created this awesome fire snake- a flexible metal tube with gas holes throughout that could be puppeted from afar. This gave us a great sense of how the fire would look with rapid human movements. Accenture Song layered CG rotomated digi doubles on top of the plates, textured with elements of burning steel wool, for a burning skin and clothing effect. Pyro fire simulations followed, using the reference fire snake footage to match look, scale, turbulence, and motion. Some practical elements were mixed in to help give that blend of cg and practical to bring extra realism. Finally, a fire suppression system fires. CG gas simulations smothered the flames, with the fire light volumetrically scattering through the cg gas. At first it was quite a beautiful look for such a dark moment. We have to remember that were not here to make pretty pictures, were here to make pictures that support the tone and story. So, we un-prettied it, reducing the mix of interactive scattering light.Can you talk about how the collaboration with the cinematography team influenced the VFX work, particularly with lighting and color grading in dark environments?Jonathan Freeman and I had lots of discussions in post of what exactly we wanted the show and its VFX to look like. Coloring the first trailer was a great learning experience for all of us. It set this updated look for the whole show, since the trailer contained shots of every variety across the whole series. From that session we learned a lot about Lauren, Matt and Pankajs (the colorist) tastes and desires, beyond what we learned while filming on set. For the remaining months of post, we would clue vendors in- saying things like hey FYI this scene likely will be lifted in the blacks, so make sure the detail holds up there. In terms of filming, The DPs and I have a great appreciation for each others work and so definitely try to hear each other out. During filming, Jonathan Freeman, Darran Tiernan, David Franco or Zo White may ask if theres something we could do to help a shot, paint an unavoidable light structure out, extend an environment or stabilize something shaking in a cameras arm. Were always happy to help. At the same time, I may ask them to help us out. Like letting us shoot some extra VFX plates or adjust a camera setup ever so slightly. Its all a collaboration and a trustful relationship to know were all working towards the best possible outcome.How did you approach the destruction of buildings or infrastructure in Gotham during explosive sequences? What were some key technical challenges in making those scenes realistic?We researched and dug up tons of clips of what urban sinkholes and underground explosions looked like. Matt was always making sure we based our VFX on real life occurrences. But the tricky thing is there isnt a lot of reference of the union of the two- underground explosion creating an urban sinkhole. So, we took the best parts of the reference and incorporated that into our FX simulations. Theres a moment in 108 where Victor sees a large smoke plume from far away, signifying the further destruction of his neighborhood and Ozs possible death. When I was at Comic-con 2024s The Penguin press event, a building caught fire, making news headlines. The plume from the building was remarkably intense and unmistakably real. So, we layered in elements of that to give us an extra layer of realism.What role did previsualization play in planning out the larger VFX-heavy sequences, like floods or action scenes?Previz is a very crew culture specific thing. Some directors and producers love it, some dont, and sometimes its just cost or time prohibitive. For The Penguin, I felt VFX storyboarding was a very good middle ground. I always say that pencil sketching to get super rough but super quick versions is the way to go. Because youll never be expected to nail it on the first go, so the key is the ability to have time to have lots of iterations and be able to address notes. So broad strokes, light sketches at first. No color! Then once weve got some good energy and approvals all around, we add details and clean them up. Chris Anderson created our VFX storyboards.How do you ensure continuity and consistency of visual effects across episodes to maintain Gothams look and the shows overall visual language?Well, we are very careful which VFX teams we assign to which scenes. In a perfect world, its the same team doing all daytime Gotham, and the same team doing all nighttime Gotham, and a team doing all blood, guns and fire effects. But its quite a puzzle and we dont have the luxury. So we carefully make sure that we send different teams the work in progress from other teams, to make sure we are all on the same page. The teams know that we are all working on the same show, so they set aside company pride and try to help each other out. I think we were so fortunate to have that happen. To help with consistency and continuity, we created a huge keyword searchable asset library of 2d images and video of filmed buildings, skies, bridges, rivers, traffic, you name it. Led by Piers Dennis, the intention was to give vendors access to the same visual materials, to foster thematic consistency. Also, for this library Alex Prodhomme and I shot countless lens flares and the aforementioned wet flares with the same lenses used to shoot the show. Vendors were encouraged to use these instead of generating cg lens flares, to give the shots the authentic feel that matched the non-VFX shots.Were there any unexpected technical or creative challenges encountered during the production?Our lenses were these beautiful but very stylized Arri Alfa anamorphic lenses, also used on The Batman. They had such organic and strong artifacts- chromatic aberration, and strange bokeh shapes that we knew we would have to match perfectly. Taking the concept of typical checkerboard lens-grids further, we used a giant TV screen to rapidly display various patterns of dots, circles and grids in RGB and B/W. We gave all our comp teams this solid reference of these lenses at any point of the screen to take the guesswork and subjectivity out of how to match the stylized look, and therefore giving a consistency across all the work of the vendors. There are some random things that were fun curveballs. Playing Carmine Falcone, Mark Strongs given hairstyle didnt quite match the depiction from the film, so we changed his hair and color in every shot. Some times of day had to be changed because of editing of scenes, or just difficulties of weather when filming. It sounds easy but really is quite difficult because we experience daylight everyday and are innately in tune with how sunlight looks.Looking back on the project, what aspects of the visual effects are you most proud of?Honestly, I think its how much you dont know is there. Its humbling, but rewarding when no one blinks at the 3107 shots, and instead are engaged by the compelling story and its characters with jaws to the floor. Im quite proud also of all the VFX shots built from images and plates shot from our own VFX team. VFX production manager Haley Apicella and lead coordinator Henry Willette were instrumental with getting all this in house stuff done. Elements of bottles smashing or blood squirting shot in our kitchens. Countless plates of skylines shot from random rooftops and train platforms, or filming ourselves on greenscreen in the post production offices to help add goons to shootouts or to add patrons arriving to the Monroes Nightclub. Things never anticipated, but arose out of an excitement to tell the best story we can, pushing us to improvise and go that extra mile. A bit of scrappy cowboy filmmaking goes a long way! And can be a hell of a lot of fun.How long have you worked on this show?Almost to the day I was on the show for 2 years. From the start of prep, through the shoot, and to the final days of color in post.Whats the VFX shots count?We had 3107 total VFX shots, about 800 of which were Ozs prosthetic improvements.What is your next project?Im feeling that out now. Hopefully something as rewarding as The Penguin!What are the four movies that gave you the passion for cinema?I figure Ill go VFX related:Jurassic Park: Turn the light off Lex! I learned you dont need continuity if you are really engaged in the story.Back to the Future: Did you know the whole movie has only about 30 VFX optical shots? Use VFX for the absolute necessities!Star Trek TNG/DS9/VOY: This franchise basically chronicles the history of advancing VFX techniques for television and film!Contact: That mirror shot! Amazing for its concept, not its technology.A big thanks for your time.// VFX Breakdowns// TrailersWANT TO KNOW MORE?FixFX: Dedicated page about The Penguin on FixFX website.ReDefine: Dedicated page about The Penguin on ReDefine website.SSVFX: Dedicated page about The Penguin on SSVFX website.Stormborn Studios: Dedicated page about The Penguin on Stormborn Studios website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Beetlejuice Beetlejuice: VFX Showreel by Framestore
    Breakdown & ShowreelsBeetlejuice Beetlejuice: VFX Showreel by FramestoreBy Vincent Frei - 06/12/2024 Step into the eerie and enchanting world of Beetlejuice Beetlejuice! From the scary Baby Beetlejuice to the hauntingly disassembled Delores, and the intricately crafted Attic Model, the visual effects crafted by Framestore are nothing short of mesmerizing!WANT TO KNOW MORE?Framestore: Dedicated page about Beetlejuice Beetlejuice on Framestore website.Mat Krentz: Heres my interview of VFX Supervisor Mat Krentz at Framestore. Vincent Frei The Art of VFX 2024
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    Wolfs: VFX Breakdown by beloFX
    Breakdown & ShowreelsWolfs: VFX Breakdown by beloFXBy Vincent Frei - 06/12/2024 In Wolfs, the magic lies in what you dont notice. The beloFX team meticulously crafted digital snow, ice, and subtle environment extensions, including the progressive snowfall that beautifully frames the story!WANT TO KNOW MORE?beloFX: Dedicated page about Wolfs on beloFX website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    That Christmas: Simon Otto Director
    InterviewsThat Christmas: Simon Otto DirectorBy Vincent Frei - 05/12/2024 In 2014, Simon Otto shared insights into his work on How To Train Your Dragon 2 and later directed episodes of Dragons: Race to the Edge, Trollhunters, and Love, Death + Robots. Today, he discusses his journey in directing his first animated feature film, That Christmas.What drew you to Richard Curtiss That Christmas as your first animated feature as a director?I had been in conversation with Locksmith Animation during the third installment of the How to Train Your Dragon films. They had courted me over the years to be a Head of Animation on Rons Gone Wrong and then invited me to come and develop a feature film idea of theirs. I was worried that I would move my family to the UK, only to then be mostly working as a Head of Animation, which I had done for the past 12 years at DreamWorks. By then, in between the Dragon films, I was already directing on several TV series at DreamWorks Animation (Dragons: Race to the Edge, TrollHunters), so I had really caught the bug and wanted to commit to a career as a director.When they approached me again, this time with a childrens book called The Empty Stocking from Richard Curtis, I got curious. Firstly, because Im a big admirer of Richards work, but also because by now, Locksmith had managed to bring Bonnie Arnold on board as a producer. Bonnie produced all of the Dragon films and so it felt a little like a guarantee that Locksmith was aiming high.It was only in those early conversations that we realized that a second and third book were being published and that we could perhaps weave the three stories together and really go for it with a feature film. The idea that Richard would write the screenplay for an animated movie was the single biggest selling point for me and so, I moved my family to London and the adventure began.What were the biggest challenges in adapting a beloved childrens books into an animated film?The three books are telling rather small, but charming stories. But we were aiming to create a film that would be a sweeping, cinematic experience for the whole family and blend the ideas from the books into one film. To do that in an exciting way, we had to expand on the books.But the multi-threaded nature of the story also meant that I had to learn and embrace a different way of thinking. In animation we tend to tell single hero stories in a fantastical world with villains and big ideas. You cant just reorder sequences in those types of linear stories, it wouldnt make sense. But in a story with several principal characters, you can reshuffle events and sequences in all sorts of ways. The challenge is to maintain the story tension and keep the core story questions alive as we move from storyline to storyline. We had to be extremely careful not to confuse the audience or reset them each time we pull them out of a storyline.The film intertwines several stories. How did you balance these narratives to ensure they flowed seamlessly?A lot of it was by trial and error to be honest. But we quickly learned to focus on the emotional arc of the overall film, rather than the logical plot progression in each of the storylines. And we had to find ways to relate the kids experiences to each other whenever we cut to a different storyline. We were also trying to contrast the events in an entertaining way, so the audience would get something out of a sequence transition and wanting to go along with it. An example of this would be when the barn kids finally celebrate Christmas with a colorful Karaoke Party, we cut to the parents stuck on top of the van, solemnly singing the Happy Birthday, Jesus song from the school play.What unique visual style or storytelling approach did you aim to bring to That Christmas to make it stand out in the crowded holiday genre?Our approach was to fully commit to the idea of making a movie that would fit into the canon of Richards most successful films and live up to them. But we also wanted to bring the charm, appeal and timelessness of animation to it. As a result of that thinking, I wanted nothing to stand between the audience and the film. I wanted our audience to immediately get lost in the reality and authenticity of our world and feel the contrast between the cold exteriors and the cozy, decorated interiors. We didnt so much ask ourselves what we wanted our film to look like, but what we wanted the audience to feel. We loved the textural feel of stop motion and the whimsey of a sophisticated illustration. So, we hunted for a nice balance between a tactile realism in things like hair, snow or the textures of cloth and materials, but kept our character designs simple and accessible.The themes of love, family, and loneliness are universal, but did you aim to infuse them with any Swiss perspectives or nuances?As the resident tourist on the production, I was focused on keeping the world accessible to an international audience while making it as authentically British as we could. Sometimes outsiders have a way to point out things that locals cant see anymore. For example, the first thing I noticed was that in England chimneys have these tiny pipes on top of them and I wondered how on earth kids in England believe in the idea that Santa enters the houses through their chimneys.And I wanted the film to represent my personal memories of Christmas and winter in general, which I hoped would help make the film as truthful as possible. And as a result, between the authenticity of the world and our own various personal experiences of Christmas, the film would be universally accessible. I remember feeling so much joy, excitement and bursts of creativity with the arrival of snow and the Christmas season in my childhood.Youre Swiss-borndid you include any Swiss Easter eggs or cultural nods in the film for keen-eyed viewers?Yes, its littered with little winks and references, which I thought was fun.And when we were looking for a backstory for the tough teacher, the idea of a winter honeymoon in Zermatt made sense story-wise. The Matterhorn is the single most iconic mountain in the world, which makes for a quick read. So if you pay attention, youll spot, Switzerland stickers, Toblerone shaped chocolate, snow globes of Zermatt and pictures of Switzerland.How did your background and upbringing in Switzerland influence your storytelling or visual approach to That Christmas?I grew up in the tiny ski resort village of Gommiswald and worked as a professional snow sculptor for a winter in my youth. That understanding of what snow should feel like was helpful. Snow was such a huge part of our world. We wanted to make it fun and creative for the audience, but also use it to make the audience feel specific emotions.By simply adding a little snowfall to a shot it would feel different. But there are so many kinds of snowfall. If you alter the size of the flakes, or add wind or atmosphere, the snowfall could feel playful, ominous, threatening or scary. So, we created a terminology to describe about 10 different types of snowfall that we could use to direct the Lighting and FX departments.Were there any specific Swiss traditions or personal life aspects that inspired elements of the films world-building or characters?Each storyline has an element of my experience growing up. I had a rather naughty older brother that would often stress me out, yet we spent every minute together. Bernadettes desire to reinvent traditions and make Christmas playful is something that Ive always felt and pushed for. And I took my then 12-year-old son out of his life in Los Angeles and brought him to London to make this film. His journey from sad, lonely outsider to becoming part of a gang of kids has directly influenced that storyline.Youre well-known for your work on How to Train Your Dragon. How did your experience as an animator and head of character animation influence your approach as a director on That Christmas?With every movie that you work on, you grow and learn. The experience of the Dragon movies taught me so much about crafting a cast of characters with an idiosyncratic, entertaining and relatable idea at the heart of each one of them. But I also learned from Dean DeBlois and Chris Sanders, to leave plenty of room for animators to explore the characters. To me, animation is an extension of the story team. If you cant let the characters drive the story to a degree, you risk limiting the performances.How did you collaborate with your animation team to ensure the characters felt authentic and emotionally resonant?Because we were aiming for something relatively grounded, I asked Kapil Sharma, our excellent Head of Character Animation to have the animators present their acting references to me. That way we could explore ideas together upfront. We were lucky to have some excellent actors on our film, like Estelle Costedoat, our Bernadette lead, for example. So, there was a lot of sharing of acting references also.Uwe Heidschtter, our character designer, was also present during animation dailies. Since Uwe and I had many in-depth discussions around the specificity of our characters during the design phase, he was an excellent sounding board for what we were doing in animation. He would then give the animators draw-over sketches to keep them as appealing and specific as we could.Were there any specific lessons or techniques you brought from your time at DreamWorks Animation to this project?We had a lot of DreamWorks alumni on the film, so its likely that this DreamWorks know-how was applied all over the production. The biggest one I can think of was our character design process. Leo Sanchez, with whom I had collaborated very closely during Dragons 2, created all of our 3D character designs.We had developed a circular type of process at DreamWorks, which allows you to go forward fast and discover potential design issues early. This process allowed us to refine the designs with an eye towards performance and look, including surfacing and hair. Uwe Heidschtter, Leo Sanchez and his team created almost finished characters before we even engaged with DNEG. So, we worked with proto rigs, cloth and hair simulators in our design process and in the smallest group possible. This paid off hugely from a creative point of view.Were there any unexpected technical or creative challenges encountered during the production?We underestimated how many shots would require some level of specific snow sculpt, snow effect or snow fall simulation. The original budget had us at 30% of the shots and in the end it was closer to 80%.So, we needed a clever process that allowed us to tackle this massive challenge. Our Locksmith in-house visual development team, led by our VFX Supervisor Doug Ikeler, created a snow making system in Houdini that DNEG then adopted. It placed snow on everything procedurally. Then giving the artist access to the depth and surface detail to increase the resolution where specific sculpting was desirable.Creating a Christmas film comes with high expectations. How did you ensure the movie captures the magic and nostalgia of the holiday season?This sounds counter-intuitive, but my answer to that was not to think of it too much. Like any other movie, I just simply wanted to dive into the research of the world we were creating, the towns we were referencing, the inner logic and emotions of our characters and the nuances of Richard Curtiss approach to filmmaking. In my mind this was a movie about a community full of interesting characters and the expectations we lay onto family events. The films backdrop just happened to be a seaside town lost inside a Christmassy snow globe.The holiday genre often appeals to a wide audiencechildren, families, and adults. How did you craft the film to resonate with viewers of all ages?I mean at its heart, the story explores the collision of kids and adult behavior. So, a lot of what were playing with is naturally multi-layered. And the idea that the kids suffer the consequences of adult failure is fun for everyone. But I never really thought about making films for kids. I want to be entertained and laugh at it all myself. I do have a pretty strong sense of what I enjoyed watching as a kid, which Im sure played into the choices we made. I like to caricature the real world around me, so I think it naturally plays on multiple levels.If theres one key message or feeling you hope audiences take away from That Christmas, what would it be?First and foremost, I want the audience to laugh along and have a great time. If the outcome is that people have a sense of joy and the desire to be together with their loved ones during this Christmas season, Id be very happy.Secretly, I hope that people are inspired to think of Christmas traditions through the eyes of their kids. If it was up to our kids, several traditions would probably be reimagined a bit, wouldnt they?Looking back on the project, what aspects of the visual effectsare you most proud of?Im most proud of the authenticity of the world and the characters.How long have you worked on this film?About 5 years.What is your next project?I wish I knew, haha.A big thanks for your time.WANT TO KNOW MORE?DNEG: Dedicated page about That Christmas on DNEG website.Locksmith Animation: Dedicated page about That Christmas on Locksmith Animation website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Rebel Moon Part Two The Scargiver: VFX Breakdown by Scanline VFX
    Breakdown & ShowreelsRebel Moon Part Two The Scargiver: VFX Breakdown by Scanline VFXBy Vincent Frei - 05/12/2024 Rebel Moon Part Two: The Scargiver takes action to a whole new level with an unforgettable battle scene brought to life by Scanline VFX. Watch Jimmy unleash chaos with stunning realism and heart-stopping intensity!WANT TO KNOW MORE?Scanline VFX: Dedicated page about Rebel Moon Part Two: The Scargiver on Scanline VFX website.Marcus Taormina: Heres my interview of Production VFX Supervisor Marcus Taormina.WATCH IT ON Vincent Frei The Art of VFX 2024
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    The Diplomat Season 2: VFX Breakdown by Framestore
    Breakdown & ShowreelsThe Diplomat Season 2: VFX Breakdown by FramestoreBy Vincent Frei - 04/12/2024 Step into the seamless artistry of Framestore in The Diplomat Season 2. From crafting invisible seasonal transitions to subtly enhancing every frame, discover how visual effects breathe authenticity into this gripping political drama!WANT TO KNOW MORE?Framestore: Dedicated page about The Diplomat Season 2 on Framestore website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Twisters: VFX Breakdown by ILM
    Breakdown & ShowreelsTwisters: VFX Breakdown by ILMBy Vincent Frei - 04/12/2024 Get swept away by the epic storms of Twisters! The visual effects crafted by ILM turn the screen into a whirlwind of excitement, putting you face-to-face with natures most destructive force. Are you ready to brave the storm?WANT TO KNOW MORE?ILM: Dedicated page about Twisters on ILM website.Ben Snow: Heres my interview of Production VFX Supervisor Ben Snow.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Nautilus: VFX Breakdown by Dupe
    Breakdown & ShowreelsNautilus: VFX Breakdown by DupeBy Vincent Frei - 04/12/2024 Experience the magic beneath the waves with the visual effects made by Dupe that take Nautilus to new depths, capturing the mystery and majesty of Captain Nemos journey!WANT TO KNOW MORE?Dupe: Dedicated page about Nautilus on Dupe website. Vincent Frei The Art of VFX 2024
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    The Acolyte: VFX Breakdown by beloFX
    Breakdown & ShowreelsThe Acolyte: VFX Breakdown by beloFXBy Vincent Frei - 03/12/2024 From meticulously crafted landscapes to the high-stakes action of the opening scene, the visual effects work crafted by beloFX on the Star Wars series, The Acolyte, immerses viewers in a galaxy full of intrigue and wonder!WANT TO KNOW MORE?beloFX: Dedicated page about The Acolyte on beloFX website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Ultraman Rising: Animation Process by Foundry
    Breakdown & ShowreelsUltraman Rising: Animation Process by FoundryBy Vincent Frei - 03/12/2024 Ever wondered how Ultraman Rising was brought to life on screen? Join VFX Supervisor Hayden Jones and the ILM team as they reveal the secrets behind the animation process. From design to execution, get a closer look at the magic that makes Ultraman soar!WANT TO KNOW MORE?ILM: Dedicated page about Ultraman Rising on ILM website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Snow White
    Movie & Games TrailersSnow WhiteBy Vincent Frei - 03/12/2024 Mirror, mirror on the wall the most magical story of them all comes to life! Dive into the enchanting world of Disneys Snow White, reimagined in live action!The VFX are made by:MPC (VFX Supervisors: Chris Uyede, Seb Raets)Framestore (VFX Supervisors: Damien Stumpf, Sean Schur)The Production VFX Supervisor is Max Wood.The Production VFX Producer is Olly Young.The VFX Associate Producer is Dan Moody.The Production Animation Supervisor is Greg Fisher.Director: Marc WebbRelease Date: March 21, 2025 (USA) Vincent Frei The Art of VFX 2024
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    Transformers Rise of the Beasts: FX Simulations by Weta FX
    Breakdown & ShowreelsTransformers Rise of the Beasts: FX Simulations by Weta FXBy Vincent Frei - 03/12/2024 Feel the ground shake and the skies burn as Weta FX brings impressive FX simulations to Transformers: Rise of the Beasts. From explosive battles to intricate elemental effects, every frame is a testament to their mastery!WANT TO KNOW MORE?Weta FX: Dedicated page about Transformers: Rise of the Beasts on Weta FX website.Matt Aitken, Mike Perry & Kevin Estey: Here is my interview of Matt Aitken (Overall VFX Supervisor), Mike Perry (VFX Supervisor) and Kevin Estey (Animation Supervisor) at Weta FX.Gary Brozenich: Here is my interview of Production VFX Supervisor Gary Brozenich.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Directing the Invisible Art by Framestore
    Breakdown & ShowreelsDirecting the Invisible Art by FramestoreBy Vincent Frei - 02/12/2024 What does it take to bring iconic characters like Rocket, Pooh, and Paddington to life? In Directing the Invisible Art, a series by Framestore, six directors reveal how they fuse live-action and animation to create unforgettable cinematic worlds. Dive into the artistry, emotion, and technical brilliance behind the scenes!WANT TO KNOW MORE?Framestore: Dedicated page about Directing The Invisible Art on Framestore website. Vincent Frei The Art of VFX 2024
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    The Penguin: VFX Breakdown by ReDefine
    Breakdown & ShowreelsThe Penguin: VFX Breakdown by ReDefineBy Vincent Frei - 02/12/2024 Step into the dark, gritty streets of Gotham City like never before with the visual effects made by ReDefine that bring the chaos and ambition of Oswald Cobblepots rise to life in The Penguin!WANT TO KNOW MORE?ReDefine: Dedicated page about The Penguin on ReDefine website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Blitz: Andrew Whitehurst Production VFX Supervisor
    InterviewsBlitz: Andrew Whitehurst Production VFX SupervisorBy Vincent Frei - 02/12/2024 Earlier this year, Andrew Whitehurst took us behind the scenes of the visual effects for Indiana Jones and the Dial of Destiny. Now, hes back to share insights into his latest project, Blitz, and the challenges of crafting invisible visual effects.How was the collaboration with Director Steve McQueen?It was a very close and collaborative working relationship. Steve likes people to be coming up with ideas and creative solutions to inform his process. Its part of my job to try and get into the head of the director so I can, hopefully, second guess what he would want ahead of showing him. Once Id had the chance to talk with Steve about his vision for the film we were able to work together closely and to help guide the VFX houses in their work. Sometimes there were happy accidents. For example, Steve briefed me on one of the fully digital establishing shots and I produced some detailed previs. I thought I had fully understood and executed the brief, but when I showed it to Steve and asked if it was what hed imagined, he said, Its not what I imagined at all, but I love it!. So sometimes the unexpected is whats wanted.How did you organize the work with your VFX Producer?It was a pretty clear delineation of work really. There was a lot of creative decision making to be done in post, which fell to me to work with the VFX houses and get the shots looking as Steve wanted, and that required a lot of production smarts and diligence to make sure we were sensible in the use of resources and that we would be able to deliver that work on time. We couldnt have managed that without Sona.What is the your role on set and how do you work with other departments?On set I will liaise with all the other departments to make sure that what we shoot will be usable in post. That means figuring our green screen placement with the grips, how the cameras and lenses are used and shooting plates and reference where needed, and how the lighting is going to complement the finished shot. Its a lot of dialogue, and then also being able to quickly react when creative decisions change on the day.How did you approach the challenge of recreating 1940s London with invisible visual effects?Casting visual effects houses whose strengths are in creating richly detailed environments is essential as they have the workflow and aesthetic knowledge to make that kind of work sing. Cinesite, ILM and Raynault VFX did beautiful work. We began with a lot of historical research so we could establish what the city looked like in 1940, how the buildings were constructed (so we could do realistic damage to them) and what the levels of smoke and atmosphere were like: London was a much smokier and dirtier city than today, even before there was bomb damage to add.How do you balance historical accuracy with creative liberty in recreating London during WWII?This is a really interesting part of the process. We would always start with historical reality as that establishes a ground truth that keeps us honest. Then we would look at what the emotional feeling of the moment was; reflective, angry, frightened etc. and look to see how we could adjust the lighting of the city, the amount of smoke and fire etc. to push the shot in the aesthetic and emotive direction we wanted without compromising the historical authenticity. For example the long aerial shot of the desolated city midway through the film was lit as if the sun was low so the buildings were mostly in shadow. This added a melancholic quality to the shot which would have been lost if we had used brighter and more direct sunlight. Doing a wedge test of different lighting directions can really help figure these things out.What were the main techniques used to depict the destruction caused by bombings in a realistic way?We used the full range of digital VFX techniques to achieve the wider city. We were very fortunate that the production built large exterior set pieces of bombed out streets that we could scan and use as a basis to work from. Then, after looking at archival material, we were able to extrapolate what the additional buildings should look like and model them in CG, and dress in digital debris which provided enough fidelity to run the fluid simulations for the fire and smoke. Small details could be added with a paint pass to add extra texture and detail a the end.How does creating invisible effects differ from more overt VFX work, such as creatures or explosions?The tools and techniques are the same but the aesthetics are a little different. We are always looking for ways we can help make a shot more beautiful, or more impactful, but we are always asking Does this tread on the drama? as the performance is the most important thing in the frame. When creating the full CG shots, we are looking at the photography of the surrounding shots to match the camera movement style, lens choices and lighting decisions so our shot, hopefully, just feel like part of the fabric of the film.How did you simulate the dust, smoke, and debris of bombed-out buildings without overwhelming the viewer?This is less of a question of technology and more of the aesthetic and creative sensibilities of the artists. They were brilliant at judging when dramatic was verging on too much, and backing off appropriately. Its a delicate balance to achieve but the VFX crews managed it beautifully.What challenges did you face when recreating the effects of bombings on peoples homes and historic landmarks?The main challenge was to be respectful of the lived experience of the place and those who dwelt there. For example, there is a shot towards the end of the film where the camera cranes up and in the foreground is a recently bombed out house. The house on that site had really been bombed out in the Blitz and the area was subsequently cleaned up and the tattered end wall of the surviving house patched up. So we were essentially charged with recreating the darkest moment in that streets history which felt like quite a responsibility, and we took that seriously.What details were essential in recreating a war-torn London that might go unnoticed but add authenticity?As well as adding period correct details such as adding tape across windows in homes and businesses where needed, it was often what we removed that was key. For example internet junction boxes, skylights in roofs, and modern doorbells all had to go, and that made a massive difference. They are things that in our day to day life are so ubiquitous that we just filter them out, but once theyre gone, the sparser look of the buildings becomes very noticeable.Can you describe how lighting and shadow were used to enhance the realism of the war scenes?Our approach to lighting wasnt really driven by chasing realism; the look of the film was not stylised so our lighting had to be naturalistic anyway. We did use light and shade to enhance the emotion of a shot, whether by keeping buildings under cloud cover shadow to make the mood bleaker or by adding little patches of sun to contrast with that shade. It was judged on a sequence by sequence basis to maximise the dramatic impact of each shot.What were the key emotional tones you wanted to achieve with these visual effects, and how did they influence your creative process?The film has many phases, from the chaos and violence of the opening scene with the firefighters struggling to contain the burning buildings, to long haunting aerial shots of the aftermath of the bombing. We also had occasional moments of joy, such as the children riding on the train roof. Each of these moments required the visual effects to enhance the emotion established by the lighting and production design. It was certainly a case when reviewing shots to look at the frame and ask what the desired emotion was and whether there was anything more we could do to enhance that. Would adding a bit more smoke in the background help to suggest the loss a character feels at the destruction surrounding them? Questions like that were always being asked.Looking back on the project, what aspects of the visual effects are you most proud of?I am so proud of the recreation of London. It became a character in its own right with moods and emotions of its own. I think the way visual effects combined with special effects and production design to achieve that was really effective and it created a credible and visually engaging world for the characters to inhabit. It really was a case of all the departments pulling together to realise a cohesive vision. Steves unerring eye was key to all of this.A big thanks for your time.WANT TO KNOW MORE?Cinesite: Dedicated page about Blitz on Cinesite website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    David Conley, Former Weta FX Executive Producer, Joins MPC as President
    Studios NewsDavid Conley, Former Weta FX Executive Producer, Joins MPC as PresidentBy Vincent Frei - 02/12/2024 MPC welcomes David Conley as its new President! Renowned for his pivotal contributions to Avatar and The Last of Us at Weta FX, Conley brings a wealth of experience to one of the industrys leading VFX studios. Exciting times ahead for MPC!Heres the press release:David Conley Appointed President, MPC by Technicolor GroupLondon, December 2, 2024 Technicolor Group, a global leader in creative technology and visual experiences, is excited to announce the appointment of David Conley as the new President of MPC (Moving Picture Company). Reporting directly to Andrea Miloro, Chief Business & Strategy Officer, and Caroline Parot, Chief Executive Officer, this dynamic addition to the team highlights a steadfast dedication to fostering world-class talent and pushing the boundaries of excellence in visual effects, driving groundbreaking creativity for audiences across the globe. David brings over two decades of experience in the VFX industry, having contributed to some of our most celebrated films and television projects. Most recently, he served as the Executive Producer at W?t? FX, where he played a pivotal role in delivering groundbreaking visuals for projects such as Avatar: The Way of Water, The Last of Us Series, and War is Over!. His expertise in managing complex, large-scale productions while fostering collaboration between creative and technical teams has earned him a reputation as one of the most respected figures in the industry.David has also held leadership roles at other globally recognized studios, spearheading initiatives to integrate emerging technologies into creative workflows delivering results that set new benchmarks for quality and innovation. His work has garnered numerous accolades, including Academy Awards, BAFTAs, and Emmys, further highlighting his impact within the industry.Andrea Miloro and Caroline Parot expressed their confidence in Davids leadership: Davids appointment embodies our commitment to delivering world-class visual experiences. Renowned as a visionary creative leader, his passion for pioneering emerging technologies perfectly aligns with our mission to redefine the boundaries of possibility in visual effects. Under Davids leadership, MPC will look to expand its creative partnerships with filmmakers by combining creative excellence with advanced trends in technology to deliver innovative content. This announcement underscores MPCs dedication to remaining at the forefront of the industry and delivering artistry and innovation that captivate audiences worldwide. David Conley shared his excitement about joining the business: I am honored to join MPC at such an exciting moment in its journey. The teams talent, passion, and ambitions to push creative boundaries are inspirational, and I look forward to collaborating with Andrea, Caroline, and the entire team to shape the future. As Technicolor continues to grow its global footprint and technological capabilities, this appointment signals the companys steadfast commitment to innovation and its unwavering dedication to the creative vision of its clients.ABOUT THE TECHNICOLOR GROUPTechnicolor Group is a creative technology company providing world-class production expertise driven by one purpose: The realization of ambitious and extraordinary ideas. Home to a network of award-winning studios, MPC, The Mill, Mikros Animation and Technicolor Games, we inspire creative companies across the world to produce their most iconic work. Our global teams of artists and technologists partner with the creative community across film, television, animation, gaming, brand experience and advertising to bring the universal art of storytelling to audiences everywhere. Vincent Frei The Art of VFX 2024
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    Project Rock: VFX Breakdown by Alt.VFX
    Breakdown & ShowreelsProject Rock: VFX Breakdown by Alt.VFXBy Vincent Frei - 29/11/2024 Experience the power of Project Rock as the VFX team at Alt.VFX brings a fierce intensity to life, capturing UFC champion Jiri Prochazkas unstoppable drive in this iconic collaboration with Under Armour and the UFC!WANT TO KNOW MORE?Alt.VFX: Dedicated page about Project Rock on Alt.VFX website. Vincent Frei The Art of VFX 2024
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    Fighter: VFX Breakdown by DNEG & ReDefine
    Breakdown & ShowreelsFighter: VFX Breakdown by DNEG & ReDefineBy Vincent Frei - 29/11/2024 In Fighter, the visual effects crafted by DNEG and ReDefine complement the story of a reckless squadron leaders journey in the Indian Air Force. The VFX enhance key action sequences, adding depth and realism to the films dramatic moments!WANT TO KNOW MORE?DNEG: Dedicated page about Fighter on DNEG website.ReDefine: Dedicated page about Fighter on ReDefine website. Vincent Frei The Art of VFX 2024
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