The Art of VFX
The Art of VFX
Interviews and news about the VFX community.
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  • Dune Part Two: VFX Making of by DNEG
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    Breakdown & ShowreelsDune Part Two: VFX Making of by DNEGBy Vincent Frei - 18/02/2025 Dive into the making of Dune: Part Two and witness the VFX work crafted by DNEG, featuring 2156 meticulously crafted shots. Under the guidance of VFX Supervisors Paul Lambert and Rhys Salcombe, every frame brings the universe to life!WANT TO KNOW MORE?DNEG: Dedicated page about Dune: Part Two on DNEG website. Vincent Frei The Art of VFX 2025
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  • Wicked: Jonathan Fawkner Visual Effects Supervisor & Creative Director Framestore
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    InterviewsWicked: Jonathan Fawkner Visual Effects Supervisor & Creative Director FramestoreBy Vincent Frei - 18/02/2025 In 2021, Jonathan Fawkner shared insights into Framestores visual effects for No Time To Die. Today, he returns to discuss his latest work on Wicked.How did you and Framestore get involved on this show?This film has been long in gestation. Framestore had worked with Universal and Mark Platt to pitch and greenlight Wicked as far back as 2020.How did it feel to enter into the Wicked universe?On our first meeting with Jon Chu he was immediately inclusive. He shared his casting videos of Cynthia Erivo and Ariana Grande: he shared his love of the genre and his passion for this story. He was also clear about how he would be relying on us; he put his trust in us and it was inspiring. From the get go we were fully invested. I knew there was common ground with the work I had done before and felt it was absolutely the right fit.What are the sequences made by Framestore?Framestores sequences are interwoven throughout the film; we extended Nathan Crowleys sets for Munchkinland, including hectares of CG tulips, floating bubbles, and crowd expansion. Shiz University extensions and wider environment, and the buildings of Emerald City as seen from the ground. Doctor Dillamond and the other animal faculty were all made at Framestore including a caged lion cub and the Ozdust band. Framestore Pre-Production Services (FPS) were heavily involved with the film, and supplied previs and postvis on all of our sequences as well as the Defying Gravity number, which went to ILM for final VFX.What is your role on set and how do you work with other departments?We started shooting both parts in December 2022. Pablo Helman, Production VFX Supervisor, and I worked side by side largely splitting the work across the sequences that ILM and Framestore would handle. I spent a lot of time with 2nd Unit, who were providing a lot of VFX plates. I often found that I was the one member of the 2nd unit crew that was present for the main unit shoot, providing valuable eyes and ears. It also meant that I could add my own priorities to the shot list, knowing what I would need. We finished shooting in January 2024 after a small hiatus for the actors strikes.Can you tell us about the creative process behind designing the magical landscapes of Wicked? How did you approach capturing the unique aesthetic of Oz?Nathan Crowley had already established that Munchkinland would be the heart of the textile dye industry of Oz (the colour comes from tulips). He planted 9 million tulips which provided backdrop for closeup and medium shots of the cast. For the wides we needed to blend the flat Norfolk landscape into the rolling hills of Munchkinland. This meant our Montreal team had to not only build what must have been billions of our own digital tulips but also match the cadence of the subtle wind interaction, to effect a seamless blend from the Norfolk location to the Hertfordshire backlot. Then it was a case of designing a pleasing pattern for the fields and landscape cues to reinforce the epic scale.What were the biggest challenges in creating the environments for Wicked? Were there any specific scenes that required particularly complex solutions?The sets Nathan Crowley built were enormous and richly detailed, and so the extensions had to follow suit. Our design team came on in post-production so channelling the style and craftsmanship in camera is always a challenge: we need to honour the aesthetic while also motivating the camera after the fact. Its retrospective.Big as the sets were, they still left a lot to top up. The sort of light you get on an exterior set that stops at 50 is very different to one that is surrounded by tall buildings, so extensions are not simply a case of copy and paste. Shadows and ambient light are completely different, camera flares are no longer motivated etc. Keeping it photoreal requires some sleight of hand on each shot. Throughout the film we manipulated the plate to add direct light, extend shadows, design architectural glass to reflect light into the lens to replicate set lights placed by Alice Brooks (Director of Photography). What we inherited from production design was a beautiful architects sketch. What we needed was to act like an architectural designer: to assign the actualities. All the details, from window frames, to gutters to sculptures had to have a little Ozian touches and genuine appeal. To keep it cost effective the designs needed to work across multiple shots that were not necessarily framed with that in mind. As ever with set design in post, we dont have the luxury of letting the camera react to the set. We have to design the set to work with ALL the cameras after the fact.How did Framestore collaborate with the production team to ensure the environments complemented the storytelling and characters?The sets for certain events were physically separate at the studio but connected in Oz and across two movies too, so we were keen to offer environment solutions that kept everything connected and consistent while remaining compositionally satisfying. Jon Chu is very good at appreciating the implications of any particular design choice and we made sure to walk him through many options before embarking on long digital builds. We always start with architectural solutions and hes excellent at distilling the essence of the design issues but also reminding us of the story points that they serve.Were there any practical sets blended with your CG environments, and how did you achieve seamless integration?This is the case on nearly every set. Our sets were huge and in most cases work continued on them even after the unit started there. We were careful to match materials from the set but we also had shots where we were able to achieve a richer finish than the painted fibreglass, so our work replaced areas of the set that were perhaps not finished, or were never expected to feature, but did.Did you use any new technologies or techniques to enhance the realism and magic of the environments in Wicked?Wicked is fantastical and while we always strive to replicate reality of a physical scene, no one on this production ever pretended that Oz was a real place that encourages the film makers to allow themselves license to lean into design even at the expense of realism. That said, our work succeeds when it looks as hyper real as the physical production design or lighting and brings that same sense of delight that Jon is always striving for.For the digital crowd I used a technique that I had not previously encountered. Partnering with Dimension Studios, we photographed the background cast volumetrically. This enabled richly detailed cloth and facial performances without the need for complex rigs or crowd sims. Relighting was made easy by splitting geometry and texture. What was harder was separating different materials.On Wicked we utilised machine learning techniques to help with the separation, and this meant thousands of frames of dancing crowds did not pose quite so much of a problem as it might have done in years past. The limitation with this approach ended up being logistical. With a small window where cast, wardrobe, make-up and catering were available, there was a limit on data storage and bandwidth available on Dimensions mobile studio setup. This meant we could only store one minute of performance per agent. We had at least one minute of action we wanted from our crowd so I had to compose a concise menu of actions to be performed without breaks and without error. To make sure it was even possible, I put myself in costume and became one of the crowds munchkins.Doctor Dillamond is such a unique character. How did you approach his design and animation to balance his animalistic traits with his human-like qualities?Our Art Department had produced the concepts for Doctor Dillamond, so in VFX we began to cast about for a real goat to form the base for our character. Bizarrely, I happen to have a goat sanctuary down the road from where I live, and they had a goat that fit the bill with the right size and shape. This meant we had a basis for believability which was always Jons starting point.Dale Newton, our Animation Supervisor, and the animation team constantly adapted what they wanted out of facial muscles and groom from the asset team to capture a particular expression. Out of this Dillamond slowly appeared. We also worked with the costume department to get samples of the different fabrics and designs of the human professors at Shiz, so that we could do our best to match Dillamonds attire to that of his colleagues.What specific challenges did you face in bringing Doctor Dillamond to life, both visually and in terms of performance?Doctor Dillamond does not have much screen time, but in many ways he embodies the emotional MacGuffin for Wicked. Elphabas empathy with animals has to be quickly established and her sympathy with the plight of this animal in particular really has to land in order to achieve that.Characters based on animals with monocular vision are often anthropomorphised for cinema to bring their eyes and the emotional read closer to that of a human. I was very glad that Jon was not interested in this because it gave us an opportunity to deliver a performance on a creature that did not require too great a leap of faith from the audience. I mean, he talks and sings but he wasnt especially designed visually for that.When Peter Dinklage delivered his read, it gave us waypoints to hit in terms of expression but the animation team were also constantly proposing alternatives to Jon. You read a lot more subtlety in a human face than you do on a goat, so we couldnt just lift from Peter directly. We had to draw on smaller physical traits of his character to further enhance the overall performance. His ears are lovely signifiers, his eyes can look particularly askance and his glasses are a useful prop to overtly gaze over. This is the stuff that was particularly useful in his reaction shots, when there is no vocal performance to match.Can you elaborate on how Framestore worked with the actors and directors to ensure Doctor Dillamonds movements and expressions aligned with the narrative?Whenever we had Doctor Dillamond or any of his faculty in a scene, we had performers on set who would provide blocking with the actors. This enabled Jon to see his scene quite vividly and respond to the cast and the decisions they made, even if it was a tiny monkey on a stick. Of course, we tried to get clean passes with very minimal markers and relying on the muscle memory of the actors, but inevitably some of the best takes had the puppeteers still in the frame, which called for some quite heroic paint-out work.When patience and time allowed, usually on 2nd unit, we would record the output of the camera during the puppet pass and in an act of impressive low tech efficiency, simply play it back on a phone mounted on the wheels to achieve the same sense of reaction on an empty plate.Were there other creatures in Wicked that posed unique challenges for Framestore? Could you share some insights into their creation?The most fun we had with a lot of the creatures was finding what aspect of them, to a greater or lesser extent, made them Ozian. It involved a huge amount of design work. Deviating from nature is always a delicate balance which by and large Jon was attuned to, so giving a giraffe a mullet or a snow leopard a Dali moustache was lots of fun. Its not easy to know what should come first when you are casting about for animals for an animal band. Visual interest, or musical viability. Who knew chickens would play an Ozian piano, or a sugar glider the drums? And not just any chickens either. They had to be the most elaborate show chickens we could find! (They had some at the goat sanctuarywhich was handy!).Were there any unexpected technical or creative challenges encountered during the production?We dont have many massive full CG shots. Some, but not many. Even most of our establishers feature an element of main unit photography. With a singing cast and often huge background chorus it really did not leave a lot of time or headspace for the film-makers to pause to consider visual effects. We had to fight for attention next to the other crafts who were all operating at capacity.My back garden became an unofficial backlot and now that my iPhone can shoot at 24fps underwater in log I was able to supplement the effects. We had a pyro shoot for fireworks, my daughter played Glindas hand cutting through the surface of the water and I played the Wizard projection emerging from a cloud of mist during the Wizomania show. It was low tech solutions that were made possible by high tech advances.Looking back on the project, what aspects of the visual effects are you most proud of?I got pretty involved in this film. Thanks to so many generous people, from Pablo and his team, to Jon, the 2nd unit team, our amazing data wranglers lead by Chris Lynch, the Clear Angle team as well as my own wonderful Framestore and FPS teams, I am so honoured to have my fingerprints everywhere. Theres no one aspect that stands out.How long have you worked on this show?Its about 2.5 years to date.Whats the VFX shots count?Framestore delivered 870 shots for the film.What is your next project?Well be going back to Oz for Part Two!A big thanks for your time.// TRAILERSWANT TO KNOW MORE?Framestore: Dedicated page about Wicked on Framestore website. Vincent Frei The Art of VFX 2025
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  • Dune Part Two: VFX Breakdown by Wylie Co.
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    Breakdown & ShowreelsDune Part Two: VFX Breakdown by Wylie Co.By Vincent Frei - 18/02/2025 Witness the visual effects crafted by Wylie Co. in the opening minutes of Dune: Part Two. Explore the harsh beauty of Arrakis and the dark allure of the Harkonnens in just 15 minutes!Click on the picture to watch the reel.WANT TO KNOW MORE?Wylie Co.: Dedicated page about Dune: Part Two on Wylie Co. website. Vincent Frei The Art of VFX 2025
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  • Wicked: Chistery VFX Breakdown by ILM
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    Breakdown & ShowreelsWicked: Chistery VFX Breakdown by ILMBy Vincent Frei - 18/02/2025 Witness the artistry of ILM in Wicked! This new VFX Breakdown focuses on Chistery, the first and head of the flying monkeys, whose mesmerizing presence elevates the magic of the movie!WANT TO KNOW MORE?ILM: Dedicated page about Wicked on ILM website. Vincent Frei The Art of VFX 2025
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  • Alien Romulus: VFX Breakdown by Weta FX
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    Breakdown & ShowreelsAlien Romulus: VFX Breakdown by Weta FXBy Vincent Frei - 17/02/2025 Dive into a universe where chaos meets brilliance. Alien: Romulus features a mind-bending zero gravity sequence, an impressive and destructive space station crash, and a final showdown so terrifying it will haunt your dreamsall masterfully crafted by Weta FX!WANT TO KNOW MORE?Weta FX: Dedicated page about Alien: Romulus on Weta FX website.Dan Macarin & Ludovic Chailloleau: Heres my interview of Dan Macarin (VFX Supervisor) & Ludovic Chailloleau (Animation Supervisor) at Weta FX. Vincent Frei The Art of VFX 2025
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  • Wicked: VFX Showreel by Framestore
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    Breakdown & ShowreelsWicked: VFX Showreel by FramestoreBy Vincent Frei - 17/02/2025 Experience the wonder behind Wicked. With Framestore at the helm, each scene unfolds with stunning landscapes and mesmerizing creatures that captivate the imagination!WANT TO KNOW MORE?Framestore: Dedicated page about Wicked on Framestore website. Vincent Frei The Art of VFX 2025
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  • The Gorge
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    Curious about The Gorge? Let director Scott Derrickson spark your interest with a quick, spoiler-free rundown of his new film!The VFX are made by:Framestore (VFX Supervisors: Pete Dionne, Joao Sita)DNEG (VFX Supervisors: Anelia Asparuhova, Sebastian Von Overheidt)Image Engine (VFX Supervisor: Christian Irles)Outpost VFXThe Production VFX Supervisor is Erik Nordby.The Production VFX Producer is Rich Yeomans.Director: Scott DerricksonRelease Date: February 14, 2025 (Apple TV+) Vincent Frei The Art of VFX 2024The post The Gorge appeared first on The Art of VFX.
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  • The EE BAFTA Film Awards 2025: The Special Visual Effects Winner
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    Pour offrir les meilleures expriences, nous utilisons des technologies telles que les cookies pour stocker et/ou accder aux informations des appareils. Le fait de consentir ces technologies nous permettra de traiter des donnes telles que le comportement de navigation ou les ID uniques sur ce site. Le fait de ne pas consentir ou de retirer son consentement peut avoir un effet ngatif sur certaines caractristiques et fonctions.FonctionnelFonctionnelAlways activeLaccs ou le stockage technique est strictement ncessaire dans la finalit dintrt lgitime de permettre lutilisation dun service spcifique explicitement demand par labonn ou lutilisateur, ou dans le seul but deffectuer la transmission dune communication sur un rseau de communications lectroniques.PrfrencesPrfrencesLaccs ou le stockage technique est ncessaire dans la finalit dintrt lgitime de stocker des prfrences qui ne sont pas demandes par labonn ou linternaute.StatistiquesStatistiquesLe stockage ou laccs technique qui est utilis exclusivement des fins statistiques.Le stockage ou laccs technique qui est utilis exclusivement dans des finalits statistiques anonymes. En labsence dune assignation comparatre, dune conformit volontaire de la part de votre fournisseur daccs internet ou denregistrements supplmentaires provenant dune tierce partie, les informations stockes ou extraites cette seule fin ne peuvent gnralement pas tre utilises pour vous identifier.MarketingMarketingLaccs ou le stockage technique est ncessaire pour crer des profils dinternautes afin denvoyer des publicits, ou pour suivre lutilisateur sur un site web ou sur plusieurs sites web ayant des finalits marketing similaires.
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  • Better Man: VFX Breakdown by Weta FX
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    Breakdown & ShowreelsBetter Man: VFX Breakdown by Weta FXBy Vincent Frei - 14/02/2025 After exploring different aspects of Better Mans visual effects through various making of, this VFX Breakdown is the definitive celebration of Weta FXs creative genius. Get an exclusive look at the artistry and innovation that make the film a visual masterpiece!WANT TO KNOW MORE?Weta FX: Dedicated page about Better Man on Weta FX website.Luke Millar with Dave Clayton: Heres my interview of Luke Millar (VFX Supervisor) with Dave Clayton (Animation Supervisor). Vincent Frei The Art of VFX 2025
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  • Sonic the Hedgehog 3: VFX Breakdown by Rodeo FX
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    Breakdown & ShowreelsSonic the Hedgehog 3: VFX Breakdown by Rodeo FXBy Vincent Frei - 14/02/2025 Dive into Sonic the Hedgehog 3s explosive action with the visual effects made by Rodeo FX. Watch Sonic, Tails, and Knuckles narrowly escape a menacing black holeonly for it to unleash its fury by destroying an entire mountain!WANT TO KNOW MORE?Rodeo FX: Dedicated page about Sonic the Hedgehog 3 on Rodeo FX website.Ged Wright: Heres my interview of Production VFX Supervisor Ged Wright. Vincent Frei The Art of VFX 2025
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  • SAS Rogue Heroes Season 2: VFX Breakdown by Ingenuity Studios
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    Breakdown & ShowreelsSAS Rogue Heroes Season 2: VFX Breakdown by Ingenuity StudiosBy Vincent Frei - 14/02/2025 Dive into the heart of epic storytelling with Season 2 of SAS Rogue Heroes. Based on the true story of the Special Air Services origins during World War II, this historical drama now features invisible visual effects from Ingenuity Studios. Witness history and heroism come alive in a spectacular display of digital artistry!WANT TO KNOW MORE?Ingenuity Studios: Dedicated page about SAS Rogue Heroes on Ingenuity Studios website. Vincent Frei The Art of VFX 2025
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  • Better Man: Luke Millar (VFX Supervisor) with Dave Clayton (Animation Supervisor) Weta FX
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    InterviewsBetter Man: Luke Millar (VFX Supervisor) with Dave Clayton (Animation Supervisor) Weta FXBy Vincent Frei - 13/02/2025 Luke Millar discussed Weta FXs work on Mortal Engines in 2018. Following that, he went on to work on Jungle Cruise and Thor: Love and Thunder.Dave Clayton started his journey in visual effects at Weta FX in 2003, contributing to The Lord of the Rings: The Return of the King. Over the years, he has worked on major projects such as Avatar, The Hobbit trilogy, Rampage, and The Tomorrow War.How did you get involved on this film?Luke Millar // I first became involved in Better Man after a meeting about upcoming work at Weta FX where some of the previs work was presented. The presenter was from the US and had no idea who Robbie was! I was captivated by the premise and having grown up in the UK during the era in which the movie is set, I put my hand up straight away to be involved.Dave Clayton // Like Luke, I had a 3-year involvement in the project, starting out with the previs supervision, and then leading into the animation supervision of the final shots.How was the collaboration with Director Michael Gracey?Luke Millar // Michael is a creative powerhouse and fantastic collaborator. He is so driven by the visual and emotional elements of a scene, and really pushed us to reach new levels within our work. We developed a great level of trust and an awesome working relationship and I would work with him again in a heartbeat.How did you organize the work?Luke Millar // Early on in the project, director Michael Gracey and I talked about the importance of not focusing and key shots and working things up before fleshing out the whole scene. Michael was keen on prioritizing a broader, less progressed version across more shots to ensure that the scene worked after we had started to layer in the ape. I then spoke to the team and said that the initial presentation for any given scene would be the whole thing! We re-structured the entire way we work on movies but it enabled both us and Michael to really focus on what was important or not working rather than spinning wheels on details. Breaking it down like this really helped with planning out the entire schedule and delivery of the movie.How did you conceptualize the design of the monkey to reflect Robbie Williams personality while keeping it believable?Luke Millar // Imagine a sliding scale with a chimp at one end and Robbie Williams at the other. We knew we were going to land somewhere on that scale but wanted to avoid the uncanny valley. Michael really wanted to capture Robbie Williams likeness and so initially we pushed it too far towards the human end of the scale. We landed on a hybrid approach where we leaned 100% into Robbies eyes and eyebrows and then used more distinct simian features for the rest of the face. The eyes are where all the connection and emotion comes from and so it was key that we could convey the full complexity of human emotion.What artistic inspirations or references guided the creation of the monkeys body movements?Luke Millar // Robbies body performance was predominantly driven by the motion capture of actor Jonno Davies. Although we did experiment with some more ape-like movements in some of Robbies more primal moments, it didnt really work in the context of the film. So we ended up staying true to a human performance, which worked well with the proportions wed decided on for our character which were fairly standard except for his longer arms, chimp-like hands, and thicker neck. Motion capture still requires a lot of care and detailed work from the artists in our motion team, to ensure the performance is transposed onto our digital character successfully.What were the main technical challenges in modelling and texturing the monkey to ensure a realistic look?Luke Millar // Technical challenges involved adapting everyday things to work on the chimp. The way Robbie acts and behaves in the film is ultimately human, just represented as an ape. He has to sport different hairstyles, shave his head, have tattoos, wear different clothing and all of the this had to be adapted to work on a chimp-like canvas. We ended up creating 250 different costumes and 50 hairstyles seen across Robbies life.Were Robbie Williams facial expressions captured for the monkey? If so, how did performance capture play a role?Luke Millar // The entire acting performance was provided by Jonno Davies. Robbie provided that singing voice and VO in the film. However, the apes face shapes had to look like Robbie and so we went through masses of reference images and footage from Robbies career, matching looks on the chimp character to ensure for example that when Jonno smiles, it looks like a Robbie Williams smile.Can you explain how you created the monkeys fur texture to react realistically to light and movement?Luke Millar // We use a physically-based fur shading model that matches how light transmits through a hair strand. Using physical properties we can dial in the look and, coupled with our physical lighting toolset, we can ensure that the look is as accurate as it would be if a real chimp walked in on set!Did you face specific difficulties in animating subtle emotions like melancholy or euphoria on the monkeys face?Dave Clayton // We created a complex and versatile facial puppet, which was capable of an incredible range of movement and expression. We knew Robbies roller-coaster ride of a life was going to play out on this face! If we could replicate Jonnos onset performance convincingly, we knew we could do this story justice.However, some of my favorite shots are the most subtle. To achieve the perfect performance in the quieter, more vulnerable moments we still needed to balance all aspects of the face to feel connected, but what you leave un-animated in these cases was more important than doing too much. This restraint allowed the amazing character design and photoreal lighting to sell the moment.What artistic inspirations or references guided the creation of the monkeys body movements?Dave Clayton // Robbies body performance was predominantly driven by the motion capture of Jonno. Although we did experiment with some more ape-like movements in some of Robbies more primal moments, it didnt really work in the context of the film. So we ended up staying true to a human performance, which worked well with the proportions wed decided on for our character which were fairly standard except for his longer arms, chimp-like hands, and thicker neck. Motion capture still requires a lot of care and detailed work from the artists in our motion team, to ensure the performance is transposed onto our digital character successfully.How much time was needed to develop a single sequence where the monkey interacts intricately with its environment?Luke Millar // We worked on a rough timeline of 20 weeks from start to finish for a sequence, though that could vary depending on the complexity. Shes The One is probably the sequence that required the longest time almost a year and a half to complete due to the insane level of interaction between Robbie and Nicole!How did you handle integrating practical elements (like sets) with the digital animations of the monkey?Luke Millar // We took a very practical approach to integrating Robbie into a real environment. We always shot with Jonno performing every scene so an interaction seen in the film is real and genuine. We created many digital versions of props and would hand over from practical to digital as Robbie handles them.What challenges arose from animating physical interactions between the monkey and human characters?Luke Millar // This is by far the most complex work in the film and it has to be correct otherwise itll blow the effect. The musical number Shes The One where Robbie dances with Nicole Appleton was the most intricate. We made an accurate body digi body-double of Raechelle Banno who plays Nicole and then created incredibly detailed matchmoves for Animation to work with. This didnt take into account the dress Raechelle was wearing and so we always had to simulate, adjust animation and re-simulate. This would get us 95% of the way there, with hand sculpting taking us the last 5%.Did you use artificial intelligence techniques to enhance the realism of the facial animation or fur?Luke Millar // No, we didnt. We used a facial solver to solve the animation/dots on Jonnos face but due to compromising his performance or the complexity of the paintwork, the facial cameras were often removed onset. The majority of the shots required the Animation to match the performance by hand using witness/reference camerasHow did you adapt the monkeys look and animation to reflect the various eras portrayed in the film?Luke Millar // We ended up with 3 distinct model variants for Robbie: Young Robbie, Teen Robbie and Adult Robbie and then had additional tweaks on top of that. From him putting on a bit of weight during his Knebworth concert to the incredibly emaciated look at his lowest point, we made various adjustments to support the storytelling.Did changing lighting conditions (concerts, indoor scenes, natural light) require specific adjustments in the monkeys animation or rendering?Luke Millar // Erik Wilson, DP on Better Man, wanted Robbie to not be lit specifically as you would typically do, instead choosing to light the space in which he inhabits and letting that light him. This gave an incredible grounded realism to the photography that we really leaned into. The lens kit was comprised almost entirely of vintage uncoated glass and Erik would often shoot into light sources to create very contaminated and flared frames. VFX Sequence Supervisor, Keith Herft, did a comprehensive lens flare shoot and rebuilt every lens digitally so that we could always integrate Robbie back into even the most insane flares!What challenges did you face in making the monkey believable in nighttime scenes or under extreme weather conditions?Luke Millar // The musical number Angels is set both at an outdoor funeral and during a interior performance of BBC show Top Of The Pops. Rain was the mechanism that linked the spaces and SFX created practical rain in both sets. To get Robbie integrated into the space we ran FX particle simulations to hand to our Creatures team to simulate Robbies hair moving as the rain hits it. This same cache was also used in our shader pipeline to detect hits on Robbies shoulders and accumulate wet spots through the shots.Did you develop any specific tools or pipelines to harmonize the visual effects with the atmospheres of the different eras?Luke Millar // Not so much with eras, but we did develop a toolset to ingest the practical lighting board programming, and to recreate it in the computer for the elaborate concert lighting. In the Relight My Fire concert scene, there are upwards of 100 light fixtures. Movement, colour and intensity of these lights are all programmed to a music timecode so that it can be repeated take after take. We took lidar scans of the physical lights to record their position in world space and then shot groups of HDRIs with banks of light pointed at a centre point on the stage to record max exposure and colour. One of our talented Assistant Technical Directors then wrote a parser to take the information from the physical lightboard and recreate the timing and movement inside Katana to get a 1:1 match with the real-world concert.The Regent Street long take is breathtaking. How did you plan and execute the seamless blend of live-action footage and CGI to create such a dynamic and immersive sequence?Luke Millar // This took a lot of planning! Choreographer Ashley Warren blocked out the sequence in a dance studio and then passed instructional videos to our previs team to previs capture the dance. Dave then spent a good chunk of timing prevising the number down a digital Regent Street. Erik Wilson then took the previs and some dancers and mapped out a physical path on Regent Street that took into account all the street furniture that we could move the camera through. I then broke down the whole thing into potential plate split points and techvisd out the moves for each section.We rehearsed in London for a week on a sound stage mapped out with the sections of Regent Street then had 4 nights on the street itself to shoot the whole number! In post, we had to reconcile and stitch all the pieces back together, augment the street itself with digital traffic, pedestrians, store fronts and gumballs! The amount of work involved was immense and I think we broke Weta records for the most number of paint and roto tasks on a single shot! The result though is truly stunning.What specific visual effects challenges did you encounter in recreating Regent Streets atmosphere, including the intricate details of the architecture and the interactions between the monkey and its surroundings?Luke Millar // The tight shooting schedule and safety meant that we had minimal traffic on the street. We created period correct Routemaster buses, taxis and traffic. The advertising in Piccadilly Circus is now an insanely bright OLED screen and so that had to be replaced with a 90s fluorescent tube digital replica. We had control over some storefronts which Set Dec dressed to be 90s accurate but many others we didnt and so a number of digital window displays were created. There is a little artistic license with the Christmas lights as the angel design didnt arrive until into the 2000s but we needed them for the iconic Angel Wing moment on top of the bus. We did, however, build them from incandescent bulbs rather than LEDs so that they retained the period feel.Can you describe the process of creating the concert crowds, in terms of variety of models, animation, and reactions to the monkeys performance?Luke Millar // Most of the crowd you see in the film are actually real. We shot concerts in Melbourne and London with a real crowd that was there to see a Robbie Williams concert. We hijacked the gig for a couple of takes to get the shots/plates we needed. The one exception was recreating Knebworth, where the crowd numbered 125,000 people. We did get 2000 extras on the day which covered a large area around the stage but the wider shots have digital crowd extensions. We motion captured performances from some of the Weta teams biggest Robbie Williams fans (including one Dave Clayton!) and then started layering in the performance based on the archive footage we had as reference. There is a lot of dynamism in crowd movement based on how long it takes the sound to reach the various areas of the space and the time it takes them to react so Massive artist replicated all of that amazing detail.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?Luke Millar // Yes! The finale in the Royal Albert Hall was shot in two locations. Robbie, the stage, orchestra and floor area were all shot on a sound stage in Melbourne. The rest of the venue was shot during a live Robbie Williams concert almost a year later. We had pre-planned camera positions and ensured that those seats werent sold to the public. Then we had to condense the 9-minute musical number down to 4 minutes and cover all the crowd eyelines and lighting scenarios within that timeframe. We set up a series of coloured lights to direct where to look along with a voiceover for what the action needed to be. We had two nights to get every plate but the first night was a write-off after the public got too drunk! It left just a single take to achieve all our hopes and dreams and we did it!Looking back on the project, what aspects of the visual effects are you most proud of?Luke Millar // There is one thing that always stands out and that is the consistency of the work across the entire film. There are 1968 VFX shots in the movie which is about 95% of the film and Robbie is so central to every scene that every shot had to be perfect otherwise it would bump audiences out the movie. It is visual effects hiding in plain sight.How long have you worked on this show?Luke Millar // I first got attached to the project exactly 3 years ago!A big thanks for your time.WANT TO KNOW MORE?Weta FX: Dedicated page about Better Man on Weta FX website. Vincent Frei The Art of VFX 2025
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  • The Wheel of Time Season 3
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    Movie & Games TrailersThe Wheel of Time Season 3By Vincent Frei - 13/02/2025 The Wheel of Time Season 3 trailer is here! Follow Moiraine and Rand as they brave the Aiel Waste amidst rising dangers. Discover the mystery of the Dragon Reborns destiny on March 13!The VFX are made by:FramestoreOne Of UsbeloFXOutpost VFXThe Post Office (in-house team)The Production VFX Supervisor is Andy Scrase.The Production VFX Producer is Brian Shows.The VFX Production Supervisor is Julia Mark.Showrunner: Rafe JudkinsRelease Date: March 13, 2025 (Prime Video) Vincent Frei The Art of VFX 2024
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  • A Minecraft Movie
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    Step into a realm where imagination meets reality. Watch this TV Spot for the live action adaptation of Minecraft and witness the cult classic transform into an epic cinematic adventure!The VFX are made by:Sony Pictures ImageworksWeta FXDigital DomainThe Production VFX Supervisor is Dan Lemmon.The Production VFX Producer is Jason Bath.Director: Jared HessRelease Date: April 4, 2025 (USA) Vincent Frei The Art of VFX 2024
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  • Kingdom of the Planet of the Apes: The Visual Effects by Weta FX
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    Breakdown & ShowreelsKingdom of the Planet of the Apes: The Visual Effects by Weta FXBy Vincent Frei - 12/02/2025 Witness the power of creativity with Weta FXs mesmerizing effects in Kingdom of the Planet of the Apes. Following a series of detailed VFX explorations, this new VFX Breakdown perfectly celebrates the meticulous artistry and innovation of the team!WANT TO KNOW MORE?Weta FX: Dedicated page about Kingdom of the Planet of the Apes on Weta FX website.Stephen Unterfranz (Unter) and Phillip Leonhardt: Heres my interview of Stephen Unterfranz (Unter) and Phillip Leonhardt (Sequence VFX Supervisors) Weta FX. Vincent Frei The Art of VFX 2025
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  • Better Man: Animating Robbie Williams as an Ape by Weta FX
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    Breakdown & ShowreelsBetter Man: Animating Robbie Williams as an Ape by Weta FXBy Vincent Frei - 12/02/2025 Experience the artistry of Weta FX in this latest making-of for Better Man. See how their meticulous animation process brought Robbie Williams transformation into a monkey to life. Stay tunedmy exclusive Weta FX interview drops tomorrow!WANT TO KNOW MORE?Weta FX: Dedicated page about Better Man on Weta FX website. Vincent Frei The Art of VFX 2025
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  • Wicked: Oscars Bake Off VFX Reel
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    Breakdown & ShowreelsWicked: Oscars Bake Off VFX ReelBy Vincent Frei - 12/02/2025 Step into the world of cinematic wizardry with Production VFX Supervisor Pablo Helman! Discover how ILM and Framestore brought Wickeds mesmerizing visuals to life with this Oscars Bake Off reel!WANT TO KNOW MORE?ILM: Dedicated page about Wicked on ILM website.Framestore: Dedicated page about Wicked on Framestore website. Vincent Frei The Art of VFX 2025
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  • 23rd Annual VES Awards: The Winners
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    The Visual Effects Society has just revealed the winners of the 23rd VES Awards. Congratulations to all the artists and teams whose exceptional work continues to push the boundaries of visual effects. Your creativity truly lights up the industry!OUTSTANDING VISUAL EFFECTS IN A PHOTOREAL FEATUREKingdom of the Planet of the ApesErik WinquistJulia NeighlyPaul StoryDanielle ImmermanRodney BurkeOUTSTANDING SUPPORTING VISUAL EFFECTS IN A PHOTOREAL FEATURECivil WarDavid SimpsonMichelle RoseFreddy SalazarChris ZehJ.D. SchwalmOUTSTANDING VISUAL EFFECTS IN AN ANIMATED FEATUREThe Wild RobotChris SandersJeff HermannJeff BudsbergJakob Hjort JensenOUTSTANDING VISUAL EFFECTS IN A PHOTOREAL EPISODESh?gun; AnjinMichael CliettMelody MeadPhilip EngstrmEd BruceCameron WaldbauerOUTSTANDING SUPPORTING VISUAL EFFECTS IN A PHOTOREAL EPISODEThe Penguin; BlissJohnny HanMichelle RoseGoran PavlesEd BruceDevin MaggioOUTSTANDING VISUAL EFFECTS IN A REAL-TIME PROJECTStar Wars OutlawsStephen HawesLionel Le DainBenedikt PodlesniggAndi-Bogdan DraghiciOUTSTANDING VISUAL EFFECTS IN A COMMERCIALCoca-Cola; The HeroesGreg McKneallyAntonia VlastoRyan KnowlesFabrice FiteniOUTSTANDING VISUAL EFFECTS IN A SPECIAL VENUE PROJECTD23; Real-Time RocketEvan GoldbergAlyssa FinleyJason BrenemanAlice TaylorOUTSTANDING CHARACTER IN A PHOTOREAL FEATUREBetter Man; Robbie WilliamsMilton RamirezAndrea MerloSeoungseok Charlie KimEteuati TemaOUTSTANDING CHARACTER IN AN ANIMATED FEATUREThe Wild Robot; RozFabio LigniniYukinori InagakiOwen DemersHyun HuhOUTSTANDING CHARACTER IN AN EPISODE, COMMERCIAL, GAME CINEMATIC, OR REAL-TIME PROJECTRonja the Robbers Daughter; Vildvittran the Queen HarpyNicklas AnderssonDavid AllanGustav hrenNiklas WallnOUTSTANDING ENVIRONMENT IN A PHOTOREAL FEATUREDune: Part Two; The Arrakeen BasinDaniel RheinDaniel Anton FernandezMarc James AustinChristopher AnciaumeOUTSTANDING ENVIRONMENT IN AN ANIMATED FEATUREThe Wild Robot; The ForestJohn WakeHe Jung ParkWoojin ChoiShane GladingOUTSTANDING ENVIRONMENT IN AN EPISODE, COMMERCIAL, GAME CINEMATIC, OR REAL-TIME PROJECTSh?gun; OsakaManuel MartinezPhil HanniganKeith MaloneFrancesco CorvinoOUTSTANDING CG CINEMATOGRAPHYDune: Part Two; ArrakisGreig FraserXin Steve GuoSandra MurtaBen WiggsOUTSTANDING MODEL IN A PHOTOREAL OR ANIMATED PROJECTAlien: Romulus; Renaissance Space StationWaldemar BartkowiakTrevor WideMatt MiddletonBen ShearmanOUTSTANDING EFFECTS SIMULATIONS IN A PHOTOREAL FEATUREDune: Part Two; Atomic Explosions and WormridingNicholas PapworthSandy la TourelleLisa NolanChristopher PhillipsOUTSTANDING EFFECTS SIMULATIONS IN AN ANIMATED FEATUREThe Wild RobotDerek CheungMichael LosureDavid ChowNyoung KimOUTSTANDING EFFECTS SIMULATIONS IN AN EPISODE, COMMERCIAL, GAME CINEMATIC, OR REAL-TIME PROJECTSh?gun; Broken to the Fist; LandslideDominic TiedekenHeinrich LweCharles GuertonTimmy LundinOUTSTANDING COMPOSITING & LIGHTING IN A FEATUREDune: Part Two; Wormriding, Geidi Prime, and the Final BattleChristopher RickardFrancesco DellAnnaPaul ChapmanRyan WingOUTSTANDING COMPOSITING & LIGHTING IN AN EPISODEThe Penguin; After HoursJonas StuckenbrockKaren ChengEugene BondarMiky GirnOUTSTANDING COMPOSITING & LIGHTING IN A COMMERCIALCoca-Cola; The HeroesRyan KnowlesAlex GabucciJack PowellDan YargiciOUTSTANDING SPECIAL (PRACTICAL) EFFECTS IN A PHOTOREAL PROJECTThe Penguin; Safe GunsDevin MaggioJohnny HanCory CandrilliAlexandre ProdhommeEMERGING TECHNOLOGY AWARDHere; Neural Performance ToolsetJo PlaeteOriel FrigoTomas KoutskyMatteo Olivieri-DanceyOUTSTANDING VISUAL EFFECTS IN A STUDENT PROJECTPittura(entry from ARTFX Schools of Digital Arts, France)Adam LauriolTitouan LassreRmi VivenzaHellos Marre Vincent Frei The Art of VFX 2025
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  • Kingdom of the Planet of the Apes: Virtual Cinematography by Weta FX
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    Breakdown & ShowreelsKingdom of the Planet of the Apes: Virtual Cinematography by Weta FXBy Vincent Frei - 11/02/2025 Step into the world of Kingdom of the Planet of the Apes with Weta FX! In this new exploration of their VFX mastery, we dive into the art of virtual cinematographybringing apes to life with stunning realism!WANT TO KNOW MORE?Weta FX: Dedicated page about Kingdom of the Planet of the Apes on Weta FX website.Stephen Unterfranz (Unter) and Phillip Leonhardt: Heres my interview of Stephen Unterfranz (Unter) and Phillip Leonhardt (Sequence VFX Supervisors) Weta FX. Vincent Frei The Art of VFX 2025
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  • Senna: Craig Wentworth and Marcelo Siqueira Production VFX Supervisors
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    InterviewsSenna: Craig Wentworth and Marcelo Siqueira Production VFX SupervisorsBy Vincent Frei - 11/02/2025 Craig Wentworth gave us insights into Method Studios visual effects work on Extraction back in 2020. Since then, he has contributed to shows like The Boys and For All Mankind. In 2022, he joined Scanline VFX, where he worked on Black Panther: Wakanda Forever and Atlas.Marcelo Siqueira brings over 30 years of experience in visual effects, having contributed to countless films and series in Brazil.Today, these seasoned VFX professionals share their insights about their work on the Netflix series Senna.How did you get involved in this series?Marcelo Siqueira // In September 2022, I received a call from Vicente Amorim, the projects showrunner, with whom I had a long history of collaborating on other works. He asked me who in Brazil could supervise and produce VFX for a series like Senna. Vicente understood that the project would demand complete dedication and that, in addition to my family commitments, Im also a partner at Mistika Post, a VFX and post-production company in Brazil, which made balancing everything challenging.Moreover, I was fully aware that Senna was a unique project with the potential to showcase Brazil on the global VFX stage. With the full support of my family and Mistika Post, I accepted the position as it was an opportunity I simply could not pass up.Craig Wentworth // I was first introduced to the production team in February 2023 as a representative of Scanline VFX. Our earliest conversations centered around the challenges the show faced in terms of world-building specifically the several racetracks that would need to be created digitally either in full or as set extensions and the unique challenge of visualizing what Vicente described as Sennas Superpower.Given Scanlines long history in producing complex and creative visual effects, we seemed like a great fit for the series as a whole. In May of that year, I began consulting with (Brazilian VFX Supervisor) Marcelo Sica Siqueira on many aspects of the VFX production.Later, as Scanlines relationship with the production evolved, my Producer partner Vero Lauzon and I assumed responsibility for the distribution and execution of the final VFX in the show. We also supported the LED shoot planned for early December with support from our counterparts at Eyeline Studios.How was the collaboration with Directors Vicente Amorim and Julia Rezende?Marcelo Siqueira // Since the start of the project in 2022, it was decided that Vicente Amorim would focus on the world of racingtracks, pits, pit lanes, and all the grandeur and drama of those settings while Jlia Rezende would handle the more personal aspects of Sennas life. Although both aspects were crucial, it became clear that the races would demand most of our energy and resources. Together with Jlia and Kaue Zilli (DP), we had extensive discussions about how to recreate the luxurious settings of Formula 1s major social events, such as palaces, parties, and hotels in Monaco, as well as planning set extensions for the commentary booths filmed in the studio, where much of the story would be told.With Vicente, the priority was to understand and plan the world of the tracks and pits. We assembled a pre-visualization (previs) team to align our extensive location research and address production and storytelling challenges. Over nine months, a team of four people and a dedicated researcher worked full-time to recreate every historical moment we would film. We also had access to a rich archive from the FIA, which helped us create over 150 beats of the races in animated form.Beyond the tracks, we also conducted previs for all dialogue scenes in the pits and pit lanes. This was crucial for framing decisions, enabling the production and art departments to visualize what would be physically built and created in VFX. During this process, I began generating materials showing all possible angles of the races. We refined the rhythm and tone of the most complex sequences with one of the series editors, Diana Vasconcelos, and Vicente himself.By the end of May, we had all the race sequences edited and a detailed shooting board for every other scene in the pits. With everything in place, we were finally ready to start filming.Craig Wentworth // My time was spent mainly with Vicente, as he was 100% our client for the VFX work on the series once filming had been completed.The collaboration with him is one of the most rewarding experiences Ive ever had. We seemed to be very much in sync visually and creatively we are avid racing fans, particularly of Sennas era, so our visual aesthetic and passion for the subject aligned quickly. I lost count of the number of times I would show him something for the first time, and he would sit there with a smile on his face, with very little to actually comment on because we both knew the shot was great.We also valued honesty in our conversations, particularly how certain VFX choices might influence our tight budget. These are tough conversations to have sometimes Hey, you can have this, but you need to cut here to cover it. But our dialogue was very open in that regard because Vicente was also the Showrunner and had responsibilities beyond just the visuals on the project. Ultimately, we had his complete trust to make the right choices for the show and provide the best VFX bang for the buck.So much so, actually, that in the final couple of weeks of color and sound, Vicente entrusted me to finalize color with Luisa Cavanagh (our colorist) while he left to work on sound and later on another project. I dont know any VFX Supervisor who has been left holding the fort that way, but I think it indicates how great our relationship with Vicente was.How did you organize the work between you two?Marcelo Siqueira // Shortly before filming began, we received news that Scanline would be joining the project, which generated great expectations given their experience with projects of this magnitude. That said, this meant integrating a new team into a project that was less than two months away from filming.I met Craig and Alain LaLanne (VFX Executive Producer). As a first step, we shared and validated our VFX strategy with them. Thanks to our detailed planning and organization, we gave everybody the confidence to forge ahead with production, which was crucial as we were only two weeks away from starting principal photography.Ultimately, Scanlines participation and support allowed me to focus exclusively on on-set VFX supervision and second unit direction. Vero assumed all financial and production responsibilities with the vendors, while Craig handled creative supervision and technical communication with them.Craig Wentworth // The division of responsibility between Sica and I happened quite naturally and organically. The very high level of planning that had been put into the production at the outset gave all of us every confidence in Sica and his teams ability to manage the on-set needs of VFX.As Vero and I got deeper into the financial side of things, however, it seemed logical that I also take on more direct creative and technical responsibility for the successful execution of the work during post. This worked well because I was in the same time zone as Vicente, which really allowed us to maximize our day and his valuable time.How did you choose the various vendors and split the work among them?Craig Wentworth // It was very important to everyone involved in the production that Brazilians play an influential role in the work. So, in some respects, our decision was made for us but not without first testing and vetting several potential vendors from the region.Sicas invaluable connection to the Brazilian market meant he had already curated and tested several vendors who had the potential to meet the projects demands by the time we came aboard. He had challenged them to produce examples of what they could do with very early test footage of our cars lapping a historic track in Balcarce, Argentina. Across the board, those tests primarily set extensions of the streets of Monaco were very impressive, and we immediately had the confidence to engage local talent without fear.One of the companies that stood out was Miagui a small house based in Porto Alegre, Brazil, specializing in car commercials. They took the initiative to produce their test entirely in CG, and based on that knock-out effort, we committed to using them for the races in Monaco, where we knew we could not film and for which we knew we would not have plates.Marcelo Siqueira // It became clear that having each vendor take responsibility for one race or a group of races would benefit the overall VFX schedule. In addition to Miagui, Picma Post handled the junior racing categories Formula Ford and Formula 3 as well as the iconic Imola 1994 race, marked by the tragic accident that ultimately took Sennas life. The Quanta team, which also handled virtual production, online, and color for the series, was tasked with all of the burn-ins and the restoration of actual FIA footage of races, which was used extensively throughout the show.This production was also a great opportunity to leverage the power of Netflixs resources. We had a literal army of people working for NetFX all over the world who assisted in a variety of shot types, such as press booth window comps, simpler or one-off set extensions, clean-ups, and makeup fixes.Scanline assumed the work of digitally recreating Suzuka, Japan (across 3 time periods), the historic race at Interlagos in 1991, along with Estoril 1985 (in the rain) and the on-track shots of Sennas last race at Imola. Last but not least, Eyeline Studios came to our aid with several shots we called whooshes (cars rushing past the camera that serves as really useful editorial transitions). They also supported us with the scanning of all the production cars and chassis, as well as offering tech support to the Quanta team for our LED shoot.What is your role on set and how do you work with other departments?Marcelo Siqueira // As the VFX Supervisor, I oversaw three VFX teams operating throughout 156 days of filming. Each unit had its own dedicated team. The main unit included an on-set supervisor and a data wrangler/assistant. The performance unit had a VFX supervisor, (Niko Casilho and Marco Padro who took turns) a data wrangler, and three assistants responsible for placing tracking marks and piloting the drone, which acted as a witness cam for every shot involving cars on the track. (Luca Rassi and Renato Hoyda ) Additionally, we set up a chroma key studio for capturing sprites and plates led by Patrick Hanser Altogether, our team consisted of 11 people dedicated to meeting these specific demands.I believe the VFX department plays a unifying role, connecting all other departments. In a production of this magnitude, its essential to know when to ask and when to compromise. From the start, I established a strong relationship of camaraderie and collaboration with all departments, especially art, production, and photography. They knew the VFX team would always be available to assist, and in return, our needs were promptly addressed. There was no my problem or your problemjust a problem that we all worked together to solve.For example, we secured a dedicated space at one of the locations to set up an exclusive studio. This studio was used by the Eyeline data acquisition team to scan all the cars and helmets in controlled conditions. We created a closed environment with black drapes and diffused lighting, ensuring high-quality and efficient work. This organization was widely recognized and praised by the Canadian team, who commented that they had never been so well accommodated as they were on Senna. To achieve this, we had to mobilize production, electrical, photography, gaffers, logistics, and transportation for the cars. The strong relationships between department heads made this possible, allowing us to work collaboratively and efficiently.Craig Wentworth // This was a unique project for me as my on-set involvement was quite limited, mostly due to the timing of when Scanline began partnering fully with the production. However, I was present for tech scouting of the location in Buenos Aires chosen to stand in for most of our race tracks, and I went again to Argentina for performance unit filming of racing that directly affected Scanlines Interlagos and Suzuka work. All of which is to say that what might be a supervisors typical interaction with the crew in those situations was mostly (and already) handled by Sica who did a stellar job of setting the VFX table for Vero and me.At the end of main unit photography, however, was a 3-week LED shoot (including a week of prep). Sica became consumed with on-set duties, so it made sense for me to get involved with the LED shoots prep, and I worked closely with our Eyeline team and the Virtual Production team at Quanta to help facilitate a smooth couple of weeks from a technical perspective. Then, once we were back in So Paulo for the LED shoot itself, I stayed mostly quietly behind the scenes, helping to update Unreal projects, make adjustments as needed, and the little things that largely go unnoticed but keep the shoot days running smoothly on a VP stage. During that shoot, we really started engaging creatively with Vicente, since we were there with him in So Paulo and could present a lot of work in progress and ideas in person.What was your initial approach to recreating Ayrton Sennas iconic moments through visual effects?Marcelo Siqueira // The recreation of Sennas races was driven by an unwavering pursuit of historical accuracy. Whenever possible, we used real footage as a reference to ensure every curve, overtake, and detail was faithful to what actually happened. In rare cases, such as Sennas overtake of Keke Rosberg at Monacos Rascasse corner in 1984, where no visual record exists, we allowed ourselves some creative freedom. However, these moments were always grounded in detailed research and eyewitness accounts. Our primary goal was to recreate Sennas iconic moments exactly as they happened, enabling the filmed sequences to be seamlessly intercut with original broadcast footage, ensuring a perfect record and historical validation.The second approach was to innovate in how the races were presented to the audience. Instead of the traditional distant, third-person perspective of Formula 1 broadcasts or productions like Drive to Survive, we sought a closer, more immersive viewpoint. Our aim was to make the audience feel what Senna and other drivers experienced, delivering a unique emotional and cinematic visual proximity. These two approacheshistorical fidelity and immersive experiencewere fundamental pillars in crafting the series race narrative, striking a balance between authenticity and emotion to engage viewers in an unprecedented way.With the knowledge accumulated throughout the project and my deep familiarity with all the captured material, after filming, I dedicated myself to editing the racing scenes alongside senior editors Diana Vasconcelos and Guilherme Porto. We brought the same obsession with historical accuracy but now applied to selecting the right shots and perfecting the match cuts.Craig Wentworth // By now you know that a great deal of thoughtful and detailed planning went into this production.Sica, Vicente, and the Brazilian editorial team had created these things called Monsters (or Montros, in Brazilian), which were essentially previsualizations of every race but not just the race itself, they included all of the action and commentary that took place AROUND the race, too. Family points of view, the action in the pits, press booths, along the action on the track everything was represented, often with footage from other movies. So it played like a complete scene, and really set the tone in terms of what needed to be filmed, and how, and not just for VFX.Every significant moment in history that we wanted to cover in the series was prepared in this fashion, and these Monsters were referred to constantly on set, right up to the last day of shooting. They werebuilt, of course, around the historical accuracy of what really happened and, very smartly, intercut with FIA footage from the day, to which the production had unprecedented access.With these scenes in hand, and available long before filming began, we could really break down and assess what we faced in VFX in terms of challenges very early in the process. It wasnt like we had to imagine something based on a conversation it was staring us right in the face, right there on screen, exactly what we needed to achieve to tell our story. And we could use these visuals to inform all departments of our approach and needs on set to help execute the work.What specific aspects of the project excited you the most from a VFX perspective?Craig Wentworth // Honestly, the races! As a fan of F1 of the 80s and 90s, and of Senna himself, to have the opportunity to bring his highlight reel to life in VFX was at once daunting, but also a particularly thrilling challenge. I also loved the scope of world-building the series needed the number of races we planned to portray, and the significance of those races and key moments in Sennas career. What a gift to be able to contribute to bringing all of that back to life.Marcelo Siqueira // Recreating Ayrton Sennas story, from karting to the tragic accident at Imola, was already an extremely challenging project for the world of VFX. However, it also presented unique challenges. Each racetrack had its own distinct characteristics, such as the placement of pit boxes, signage, team uniforms, and specific architectural details. Attention to these elements was crucial to ensure historical accuracy. The sheer number of components that needed to be recreated was staggering, and even with two races in Monaco and three in Suzuka, there was little that could be reused from one to another due to changes between the years.Another major challenge was finding new ways to capture the adrenaline of the races. We worked with cameras placed extremely close to the track, recreated conditions like intense rain, and sought innovative methods to convey the speed and intensity of Formula 1. These elements, combined with the opportunity to construct a unique high-speed visual narrative, made the project an immense challenge and, at the same time, an extraordinary opportunity for the world of visual effects.What were the biggest challenges in recreating the look and feel of the 1980s and 1990s F1 era?Marcelo Siqueira // Recreating the atmosphere of Formula 1 in Senna was a complex challenge, especially given the modernity of todays racetracks. It was impossible to recreate Suzuka or Interlagos from the 1980s using the circuits in their current configurations. To capture the essence of the era, we researched over fifteen racetracks across Latin America, seeking locations that could host the production and match historical characteristics. It was a true puzzle, selecting track segments from different racetracks to represent the iconic sections of the originals.At the Buenos Aires circuit, for example, we found the S do Senna and the famous Casio Chicane from Suzuka. Interestingly, the same engineer who designed Interlagos was also responsible for Suzuka and the Buenos Aires circuit. Since the Argentine circuit had not undergone updates since 1994, it became our primary filming location, where we shot for two months. At the Pinar racetrack in Uruguay, one curve stood out as a match for Tamburello, along with the tunnel exit from Monaco. For scenes involving the pit, pit lane, and pit wall, we concentrated on four racesEstoril, Interlagos, Suzuka, and Imolaat the Buenos Aires circuit. We utilized the physical features of the location and digitally recreated everything necessary to transform it into our historical racetracks. Regarding the tracks themselves, we added elements such as grandstands, advertising boards, marshals, and guardrails to ensure complete authenticity and allow seamless integration with real historical footage.Another significant challenge was recreating the weather conditions of historic races. Iconic moments, such as those in Monaco and Estoril, occurred under heavy rain, requiring a combination of practical production techniques and visual effects. In Monaco, for instance, we physically reconstructed the main straight and simulated torrential rain using practical effects. This set the foundation for all the VFX sequences for the rest of the track, which had to replicate the same weather conditions, achieving a balance between practical and digital effects.Craig Wentworth // I cant answer that question without first acknowledging the inspired choice by Vicente to use actual FIA footage in the series and intercut it with our recreations to sort of ground everything in reality. So, the challenge, truly, in terms of VFX was finding the sweet spot of being faithful to what REALLY happened, matching that with absolute historical accuracy, and at the same time tying the VFX into what we filmed practically and the aesthetic of the series as a whole.How did you ensure historical accuracy while maintaining cinematic appeal?Marcelo Siqueira // Historical accuracy was ensured through detailed research, which included analyzing hundreds of hours of archival footage to faithfully recreate every curve and moment. As production progressed, each department contributed valuable insights from their respective areas. The art department provided details about sets and props, while the costume team supplied elements for the racing suits and helmets. Meanwhile, the team responsible for the physical construction of the cars focused on the unique characteristics that changed from year to year.To integrate and centralize this wealth of information, we created a database accessible to all departments. This system allowed each team to input and retrieve essential data, such as historical references, continuity notes, VFX reports, and camera data. This unified approach was critical for collecting, building, and utilizing information throughout the project, ensuring that all VFX teams had access to the necessary references. This rigorous process resulted in a perfect match cut between historical footage and the filmed sequences, keeping everything in complete synchronization and ensuring the projects authenticity.Craig Wentworth // As with anything that involves recreating events of the past, the devil is in the details. Our VFX partners spent a long time looking at FIA footage to analyze and extract all of the details that would be needed in our backgrounds, for example, to match up with what we saw on the televisions our actors were watching (which was always the real event, the real Senna). And then there was the visual bar that had been set by the shows production design team led by Frederico Pinto, and cinematographer Azul Serra, who brought so much tactile historical accuracy to sets and developed a real beauty to the main unit photography through its lensing and lighting.It was critical that our VFX, which was filmed with several different cameras for very practical reasons, tied in aesthetically to those rich visuals and had the same look and feel. This is where our partnership with Luisa in color was so helpful. We massaged the final look in DI to bring our production and post-production worlds together.Monaco is a fan-favorite race in Sennas career. How did you approach the challenge of recreating this unique circuit and its surroundings?Marcelo Siqueira // From the start of preparation, we knew that recreating Monaco would be a major challenge. As a circuit located within a city, with elements that were extremely close and distinctive, the task was incredibly complex. The crowd, iconic buildings, and the proximity of the cars to the guardrails on a narrow track made constructing this environment both intricate and demanding.With this in mind, in January 2022, six months before principal photography, I, Azul Serra (DP), and Caique Ferreira (producer) traveled to Balcarce, a small town 200 km from Buenos Aires, where our replicas were being constructed and where a small racetrack was located. We spent two days filming our replicas on this track, aiming to validate the set extension process, which initially seemed the best solution for recreating Monaco.We edited about 30 seconds of this material and sent it to various VFX houses in Brazil, along with a basic model of the Monaco track, to validate the process and demonstrate the capacity of Brazilian teams to deliver such a complex scene. Four studios were invited: Quanta Post, Casablanca VFX, Tribbo Post, and Miagui. The first three immediately accepted the challenge. To my surprise, Miagui declined the initial invitation, stating they felt more comfortable creating the shots entirely in full CGI. We knew that at some point, full CGI shots would be necessary, particularly for wide-angle shots. However, for this particular race, we had planned to use real cars and a physical track, which seemed more practical and cost-effective. Nonetheless, I decided it was prudent to allow Miagui to conduct a test to explore the potential of this approach.Six weeks later, we received the final shots from all the studios, including Miaguis full CGI shots. The shots were edited and combined with close-ups filmed in virtual production. When we presented the material to Netflix, the shots were so consistent that it was impossible to distinguish which technique had been used for each one. The impeccable work of all four studios was widely recognized, and the method was approved.There remained, however, a critical challenge: the 1984 Monaco race occurred under torrential rain. During initial tests, we realized that 100 meters of rain towers, with cars traveling at 250 km/h, were insufficient to create the necessary impact. With the success of Miaguis full CGI test, we requested a new simulation of the 1984 race with heavy rain. The result was spectacular. The full CGI recreationbrought the perfect atmosphere for the intense battles between drivers while enabling innovative camera movementsthough we avoided impossible or overly artificial camera angles. Moreover, it resolved the significant production challenge of replicating rain over extended stretches of the track.We redesigned our approach for this sequence, investing substantial resources in physically constructing the main straight. Using an old airport parking lot in Montevideo, we repaved the asphalt, recreated the straight with all its elements, covered a large area to avoid sunlight, and poured over 30,000 liters of water during the filming. By combining real scenes shot on the main straight, close-ups of real cars on our tracks, full CGI shots produced by Miagui under Craigs supervision, and close-ups captured in virtual production during the last four weeks of filming in Brazil, I believe we achieved something extraordinary. We were able to transport the audience not only back to 1984 but directly into Sennas car, allowing them to feel the full intensity and emotion of the moment.Craig Wentworth // As Sica says based on the test work of the Miagui team, we made the commitment to producing Monaco races in CG very early on. This helped in a couple of ways: one, it started to direct our choices financially and organizationally for the balance of VFX work, and, two, it freed up the performance unit to focus on all of the other racing in the series, and not have to worry about the time and expense of wetting down large sections of racetrack.So, with the exception of the pitlane, the entire circuit was digitally recreated, with special emphasis on the famous tunnel (in which we spent a lot of racing time both in 84 and 88), the first turn, and sections of the track leading to the pitlane.The real focus in terms of the level of detail and look development centered on the track itself, barriers, and midground crowd. One thing in our favor was Vicentes passion for shallow depth of field, a photographic quality that permeates the whole series. So, we could afford to work our way from front to back in terms of leveling up building assets.The team at Miagui created digital twins of our production cars, which were scanned by Eyeline in Balcarce. The full field had to be created for the start of the 84 race, which then needed a healthy dose of rain effects, atmospherics, rooster tails, tire tracks, and so on, to look authentic. For the 88 race we needed both Senna and Prosts Mclarens, along with the cars Senna overtook during his trance. The race ends with his crash. The Scanline team handled the shots of Senna exiting his car and walking back to his apartment, which was filmed in live action against bluescreen and extended with digital matte paintings based upon Miaguis assets.What techniques were used to recreate the racing sequences, especially those that featured iconic cars from the era?Marcelo Siqueira // We used virtually the same techniques for all the races to ensure realism and flexibility in production.Filming real cars with environment replacement (performance):We filmed the real cars in specific locations, replacing the background and environment with VFX to recreate the historical racetracks.Use of placeholder or naked cars:With 22 cars built but only 15 chassis available, we often used placeholder cars without shells. Thesecars featured black chassis with tracking marks, allowing us to film the choreography and dynamics of the races. In post-production, we applied the necessary shells and details to represent the specific models for each race, as well as replaced the backgrounds.Full CGI shots:We incorporated full CGI shots throughout the races to create expansive and dynamic views that were often impossible to capture physically.Close-ups using Virtual Production:For the close-up shots of Formula 1 scenes, we adopted Virtual Production technology. We used nearly 360 LED panels surrounding the cars, which were positioned on a motion base developed specifically for the project. These original cars, without engines, were mounted on the base to simulate the sensation of movement.Additionally, we developed an integrated system using Unreal Engine, synchronizing the motion base with the animations we had previously created for the environments displayed on the LED panels. This combination ensured an exceptional level of realism, immersion, and control during the capture of these scenes.Craig Wentworth // Sica sums it up very well. We pretty much used every trick in the book in racing sequences, and Im a firm believer in mixing it up in VFX. Performance was filmed at 4 different race tracks, chosen based on how their location or specific turns reflected those of the real tracks we were creating. Weather conditions varied a lot from location to location. In fact, in the edit, we would sometimes cut between footage shot four or five months apart, and the differences in plates were quite stark.The challenge was making this material feel cohesive, which started with making sure the geography in the background made sense. We laid out our set extensions of racetracks in the background, along with digital cars as needed in the midground, and would show this to Vicente to be sure he was happy with the continuity of things.From there, the work shifted focus to integration. We embraced lighting changes for what they were thats just part of filming life the light is different in every take, so dont fight it. But the historical details were sweated on profusely: Do we have the right signs? The right density of crowd? The right cars in the background with historically accurate liveries? We consulted extensively with the productions resident F1 expert (who was also a writer on the series) to ensure everything even the RPMs on dashboards in steering wheel closeups was as accurate as possible.Intermixed with the real driving shots were several all-CG moments the kinds of takes that we just couldnt get in camera when filming the cars for real. These CG shots went through the same exhaustive authenticity process as a performance shot, with the added pressure of having to match photographically to production footage around it. This meant matching long lensing, shallow depth of field, and the shimmering bokeh you get from filming down at track level on a hot day. No details were missed, because we had nowhere to hide: the FIA footage was always our ground truth.Were there any specific races or moments that posed unexpected challenges in terms of visual effects?Marcelo Siqueira // Everything was meticulously planned from the start, which allowed us to avoid major surprises during the VFX process. One adjustment that proved to be more efficient, despite being initially envisioned on a smaller scale, involved aerial shots. Originally, we planned to use drone footage to work with set extensions. However, during the editing process, we decided to discard the drone footage and opted to produce these shots entirely in full CGI.Craig Wentworth // And, honestly, we found a rhythm and process for creating the race action that made the work itself surprisingly easy and I dont mean to belittle the amount of effort that went into creating the VFX shots by our vendors. I just mean that things fell into place quite naturally, because the logic of what had happened in real life really dictated what we needed to do in VFX and our primary mission was to provide cohesion and continuity of action. If anything, it was one of our more creative VFX ideas that had the most time spent on it, and by extension could be considered the most challenging to get right.Sennas Superpower this notion that he was someone capable of driving beyond the limits of his peers and that he saw things on a track differently to everyone else was a concept that went through several iterations, and even close to the end of production, while working on the sound mix, Vicente was tweaking the balance of elements that went into his Superpower POV. But as I mentioned earlier, Sica and the production teams in Brazil really did set the table for us in post production incredibly well. The real challenge was pushing our 2000+ shots through in, essentially, 6 months after picture lock.How did you recreate the Formula 1 cars of that era? Were they fully CG, or did you incorporate practical elements?Marcelo Siqueira // 22 production cars were built in total for the series with a special focus on Sennas cars and those of his main rivals However, during each key moment of the races, there was a need to include many additional cars that were not physically constructed. To meet this demand, we used two methods: full CGI and our Nakeds. These Naked cars, which were eventually replaced by CGI models, were present in the scenes to aid in understanding the race dynamics and vehicle choreography.Craig Wentworth // To ensure precision in the details, we not only scanned all the racetracks but also performed 3D scanning and photogrammetry on all the physically constructed cars. Eyeline acquired all of these vehicles along with drivers helmets so we could build digital versions as needed, seamlessly integrating them into the filmed scenes. For wider shots that showed the whole starting line, we would repurpose these scans and redress them with the right liveries to fill out the entire grid. So, the answer to your question is that they were both practical and digital, and hopefully, weve fooled everyone into thinking which is which and when.What techniques did you use to ensure the authenticity of car dynamics, including their speed, sound, and motion?Marcelo Siqueira // We conducted an in-depth study of race dynamics and car movements, working with experienced race drivers who brought the authenticity needed for the performance and framing to convey the sensation of speed. Additionally, we built our own camera car, equipped with a more powerful engine than the replicas, to execute overtaking maneuvers with ease without compromising the speed of the cars on set. Our replicas ran at approximately 100-120 km/h, and all scenes were filmed at a minimum of 48 fps. Later, we adjusted the speed of each shot in post-production to achieve the desired effect.For sound, we had the opportunity to record the original cars from the era on racetracks. A dedicatedteam captured every noise from different points of the cars, including authentic engine sounds, gear shifts, and braking. This meticulous work, led by Post Production Supervisor Gabriel Queiroz, was challenging but essential to the success of the series. The rich sound design ensured that each scene immersed the audience in Sennas racing world.Craig Wentworth // For the VFX, the simple answer to your question really is just watching a lot of footage, both of our own cars (which had certain dynamic properties to them when driving at high speed), and anything we could get from FIA or internet reference of the real F1 cars. In our favor was that everything on the show was shot at a high frame rate not just 48, but sometimes 240fps! What that gave us was the opportunity to look really closely at how wings would flex under air pressure, or how many minute movements you could detect in a cars body when at speed twitching wheels, vibrating suspension, even the main body of the car would ripple due to airflow.All of this was built into the animation rigs of our digital cars so that their performance characteristics would match, at minimum, those of our production cars. Then, of course, in context, some creative choices were made in animation to amp things up a bit, as needed, but always with this real-world reference in mind.How did you handle vehicle wear and tear, such as tire degradation, crashes, or weather effects, to enhance realism?Marcelo Siqueira // Some physical contact between cars occurred during filming. Naturally, we scheduled these scenes for the end of production, when potential damage would pose fewer issues, as we were nearing the completion of the replicas use. However, since we had several chassis available, this did not become a major obstacle. The cars were custom-built by Crespi, the same teamresponsible for driving them. They also maintained an extra crew outside of set hours to handle any necessary repairs and ensure the vehicles were ready for the following day. The more intense crashes, however, were executed using VFX, often in full CGI, to ensure safety and greater control over the visual outcome.Tires were an interesting aspect of the project, as it wasnt possible to simply purchase them off the shelf. We found a factory in Brazil willing to take on the challenge of creating custom molds, developed according to the technical specifications provided by Crespi, who also manufactured the wheels. The development process took months, culminating in a tire capable of withstanding 40-50 burnouts in a single day. We had several sets of tires, both for wet and dry conditions, which were swapped depending on the scene. For static shots of cars on the grid, for instance, we used newer tires to ensure an impeccable appearance. For motion scenes, tire details were less noticeable, offering us greater flexibility. However, in some instances, it was necessary to use VFX to clean up unwanted marks or correct visual imperfections on the tires.Craig Wentworth // Our digital cars were built and look developed to withstand extreme close-up scrutiny, so a lot of wear and tear was built into textures and dialed in shading. We also committed to making sure our digital cars always matched the production vehicles built by Crespi. So we took exhaustive numbers of photos of all of the details of those cars, including their tires (which were specially formed for the show).We decided that our cars would generally be pre-weatheredmeaning they did not undergo any look dev evolution during a race. So, a layer of dust and grit was built into their shading from the start. It somehow just made them feel more realnothing in F1 of the 80s and 90s was ever showroom-perfect.We created two digital crashes for the show, Prost and Sennas collision at Suzuka in 1989, and Sennas accident at Monaco in 1988. Ironically, the latter has never been seen on television only the aftermath was captured. So we had some creative license in terms of what happened, but a lot of intelligent inference was based on photographs, witness accounts, and so on.Senna and Prosts other collision at Suzuka, Japan in 1990 was all in-camera. In VFX we helped out by adding some more dust in the air for post-crash scenes, along with the set extensions of course.Many races took place in distinct environments around the world. How did you balance recreating each tracks unique geography and atmosphere?Marcelo Siqueira // Even though the races were repeated, such as Suzuka in 1988, 1989, and 1990, each required special attention as the focus often shifted to different parts of the track. In 1988, Sennas car stalled at the start, and the drama unfolded across nearly the entire circuit. In 1989, Prost collided with Senna at the Casio Chicane (a particularly significant set). In 1990, Senna collided with Prost on the first corner. In other words, apart from the pit area, which also changed every year due to signage and pit box order, very little could be reused from one episode or scene to the next.Balancing not only different locations and years but also a mix of techniques and, crucially, the time gap between filming shots for the same sequence required us to establish a method for daily implementing scenes into the previs. This way, as we filmed, the editors worked simultaneously, replacing the previs shots with updated material. This ensured that we always had an up-to-date version of the edit to guide us in subsequent stages.For example, we filmed an initial round of track scenes for all the F1 races. We then paused these shoots to film scenes for Formula Ford and F3 while the editors and I worked with the footage to identify additional elements we wanted to include in the F1 races. Afterward, we embarked on another four-week phase dedicated to F1, followed by a return to editing to prepare for filming close-ups using Virtual Production. By the time we arrived at the studio for the final three weeks of filming, all the races were pre-assembled, with full knowledge of the weather conditions and sun positions for each shot. This structured approach ensured consistency and allowed us to maintain a seamless visual flow throughout the production process.Craig Wentworth // And by now Im sure most of our readers are aware that one location in particular in Buenos Aires stood in for most of our racetracks in the series, so in terms of the VFX we had to go through the exercise of conforming the digital world to real our location several times. Suzuka, Interlagos, Imola and Estoril all used the same pitlane, with different set extensions applied based on time period as needed.Another technique that worked very well and really helped to define each location or time period was the color grading of scenes that took place at those tracks. Suzuka had an inherent warmth to it. Interlagos was appropriately a bit more golden. And Imola had a particularly cool and stark color cast, foreboding what we all know is coming.What role did modern tools like AI or Unreal Engine play in crafting the environments and crowd simulations?Craig Wentworth // We didnt really explore AI for this project. However, Unreal Engine played a huge part in our work throughout prep, shooting, and post.Firstly, everything had been prevized in Unreal and, as I mentioned, became part of the Monsters that served as a visual template for production.Those same Unreal projects created for previs were then leveled up for the LED shoot. We spent a solid month working on environment details with one of our production designers, dressing the virtual world to match our locations. We animated entire racing beats, for every race in the series, including the cars that Senna was overtaking, all of which were prepped for playback on the VP stage. Cory Geryak, 2nd Unit DP, and Vicente shot the heck out of those Unreal Projects over two weeks.Those project files were then passed to our VFX vendors, forming a solid basis for the digital environments they created. Also, significantly, the Eyeline team created several of the aforementioned whooshes for us in Unreal. As a fan of the tool, Im really pleased to be able to say we have final pixel renders of F1 cars created in Engine peppered throughout our show.How closely did you collaborate with motorsport historians, race engineers, or the Senna family to maintain authenticity?Marcelo Siqueira // During pre-production, we had access to several individuals who had been close to Senna, both on and off the track. Engineers, team managers, and TV crew members all provided invaluable insights. However, our greatest asset was undoubtedly lvaro Mamute, one of the screenwriters and the person who brought the project to the Senna family over eight years ago. lvaro is an extreme Senna enthusiasta true encyclopedia of Formula 1.Throughout the project, we became not only great friends but also collaborators, working in sync with every recreated lap and overtake. While I already had a good understanding of track and race dynamics, I consistently sought his input on artistic decisions, ensuring that no historical inaccuracies slipped through.What was the most rewarding moment for you when you saw the final sequences come to life?Marcelo Siqueira // I closely followed the construction of every race we recreated. With each VFX review, Craig, Vero, and the VFX coordinators team presented us with the progress of each shot, and we saw the scenes integrated into the narrative context. There was immense satisfaction in realizing that everything we had planned was coming together perfectly.However, the true sense of reward came when I watched Episode 2, which features Monaco 84. With the soundtrack, sound effects, and color gradingall finalized and perfectly harmonizedit was impossible not to get emotional. Even after seeing that race over 50 times during the process, it still moves you, touches your heart, and even brings you to tears. Its a priceless experience.Craig Wentworth // I agree 100% Monaco 84 is definitely a highlight. During the final grading period, Vero and I flew to LA to be with Vicente and help finish. There was a moment when we had a chance to watch a WIP grade of Monaco 84 on a large screen in Netflixs Epic building. Even the sound mix was still in progress at that time.It played down, streaming directly from the Netflix service to the theater. Everything looked and sounded awesome. And even though we werent finished, I remember Vicente smiling at me at the end and saying Were going to be ok.I think, though, the most rewarding moment for me on the show happened very recently, at a tech demo in So Paulo, held at Quanta and moderated by Netflix Brazil. I had the pleasure of being a participant, but also a spectator for a vendor panel, and hearing and seeing how proud our Brazilian partners were of their significant contributions to the project brought me almost to tears. It was so beautiful for them, and amazing for Brazil.What were the key emotional tones you wanted to achieve with these visual effects, and how did they influence your creative process?Marcelo Siqueira // Throughout the series conception process, our primary goal was realism. We couldnt exaggerate or downplay the eventsthey had to be portrayed exactly as they happened. This technical balance was crucial: the less perceptible the visual effects, the closer we were to achieving our goal.Another key focus was how closely we needed to stay connected to Sennato feel what he felt, whether at home with his family, in a kart, or behind the wheel of a Formula 1 car. We wanted to convey what went through his mind at 300 km/h, what he saw, how he saw it, and what made him so uniquehis superpower.These principles guided us throughout the project: to bring the audience close enough to feel these experiences without making them seem fake or electronic, as Senna himself referred to Pure Racing.The VFX had to capture these sensationssuch as near-zero visibility in the rain or the view of an opponent through a shaky rearview mirror. Our challenge was to translate this experience for the audience, delivering authenticity and emotion in every moment.Craig Wentworth // I think the driving force behind every decision made on the show, not just the VFX, was Senna himself, his legacy in particular. At all times we wanted to honor that, honor him, and I believe everyone who worked on the VFX brought a little bit more of themselves to the project just because of what we were making. It shows in the results.Looking back on the project, what aspects of the visual effects are you most proud of?Marcelo Siqueira // Leading the VFX team of the largest and most challenging project ever undertaken in Latin America is, in itself, a tremendous source of pride. This isnt the type of project, in terms of VFX, that were accustomed to doing here. However, Brazil has a unique and valuable characteristic: the natural ability to solve big problems creatively, with ease, and at a competitive cost that few places in the world can match.Historically, major companies have sought vendors in countries like India, Korea, and China, but Brazil has rarely been considered an option for VFX. Even so, we have the talent, capability, quality, and ability to deliver projects with excellence. Bringing Brazilian companies into this project, delivering at the same level as any major international vendor, is, for me, the greatest source of pride. Senna was aman who was passionate and obsessed with what he did, deeply in love with Brazil. He is a major inspiration for me. In many ways, I feel I share that same spiritdedication, passion, and love for what I do.Craig Wentworth // Same here. I am so proud of all of it. I am proud of the simplest, throw-away insert burn-ins that were so lovingly and carefully composited to the most complex high-wide aerial all-CG establishing shots of Suzuka. I am proud of how the teams at Scanline and Eyeline were able to share their knowledge and expertise with our Brazilian partners early on, support such an ambitious project from an emerging market, and give it the chance to really shine.I am especially proud of how willing everyone at Miagui, Quanta, and Picma Post was to learn and adapt to different managerial methodologies and how much they grew during our time together. I am also very proud of the friendships we made on this one. This was a very special experience.How long have you worked on this show?Marcelo Siqueira // 2y and 4 months.Craig Wentworth // In total I spent 20 months on the show.Whats the VFX shots count?Craig Wentworth // We had a total of 2089 official VFX shots.What is your next project?Marcelo Siqueira // I have been invited to direct two major action sequences for a period series, scheduled for delivery in March 2025. Additionally, Im working with Vicente Amorim on another upcoming project, however its too soon to share additional details.Craig Wentworth // Currently I am helping out on El Eternauta, for Netflix LATAM. And were spinning up whats next, which I cant talk about yet, but might involve Vicente too A big thanks for your time. Vincent Frei The Art of VFX 2025
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  • The Franchise: Adam Gascoyne (VFX Supervisor & Co-founder) with Dan Victoire (DFX Supervisor) Union VFX
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    InterviewsThe Franchise: Adam Gascoyne (VFX Supervisor & Co-founder) with Dan Victoire (DFX Supervisor) Union VFXBy Vincent Frei - 06/02/2025 Adam Gascoyne detailed Union VFXs contributions to the visual effects of Stan & Ollie back in 2019. Following that, he worked on various shows such as The Undoing, Pistol, Allelujah, and The Regime.Starting at Cinesite in 2020, Dan Victoire later worked with Framestore before becoming part of the Union VFX team in 2014. His credits include work on The Crown, The Irregulars, The Wheel of Time, and The Sandman.How did you get involved on this series?We were brought on by Neal Street Productions after collaborating with them and Sam Mendes on Empire of Light.How was the collaboration with the showrunner and the directors?We began discussions quite early with showrunner Jon Brown and his team. We were invited to offer some insights into how VFX works on set and give some fun anecdotes from our careers. Some of them even made it into the script, which is not something that happens every day!As always, it was a pleasure to work with Sam Mendes again on the pilot. We collaborated closely in the lead-up to filming, helping him plan the VFX work. This continued throughout the series. We worked very collaboratively alongside the other directors.(L to R) Sam Mendes, Jon Brown / Photograph by Colin Hutton/HBOHow did you organize the work with your VFX Producer?Our in-house VFX producer was Tallulah Baker who worked closely with the production team and dealt with many of the logistical and creative challenges they encountered.What is your role on set and how do you work with other departments?Adam Gascoyne was the overall VFX Executive Supervisor. His relationship with Sam Mendes meant that Union were involved from early conversations all the way through to post delivery. He worked closely alongside Unions onset team with Taskin Kenan overseeing the pilot shoot and Jake Green the remaining 7 episodes.After the shoot wrapped, our in-house DFX Supervisors Dan Victoire, Dave Schneider, and Iain Read worked with Adam to oversee the VFX looking after our talented teams of artists in both London and Montral.The biggest VFX episodes were Episode 1, 4, and 7 with work ranging from early previs, all the way through to exploding bridges!Can you walk us through the process of designing invisible visual effects for The Franchise?Most of the VFX for The Franchise was invisible and planned from pre-production. Union are well known for our invisible effects work. The key with this kind of work is collaboration. You have to ask the right questions early on in the process. What seems like an obvious VFX shot to us might not be obvious to everyone, and thats just down to experience, years of working on projects like this and knowing the kinds of challenges that tend to crop up.How do you strike a balance between realism and the comedic tone of the series?We helped develop some of the ideas in the script relating to VFX, but the comedic tone was all down to the brilliant writing by Jon Brown and his team.Achieving realism was occasionally tricky on set, especially when working as a film crew who are filming a film crew within a fictional production. It often required careful distinction between the two layers of storytelling.Invisible VFX often go unnoticed by audiences. How did you approach creating effects that seamlessly blend into the chaotic behind-the-scenes environment of a blockbuster set?In the same way that we would approach any job with a lot of meticulous planning, lots of discussion on how to do the VFX work, location scouting and technical recess such as the location which was used in the bridge sequence which required scanning the real bridge as well as a taxidermy bat!Were there any specific scenes in The Franchise that posed unique challenges for your team when it came to creating invisible VFX? How did you overcome them?Episode 7 has one of the most ambitious sequences in the show, where a culturally important bridge accidentally gets destroyed, causing a swarm of protected bats to take off. It was a big mix of VFX and practical effects, and it turned out great.On set, the SFX team triggered some real demolition effects, but we replaced the bridge with a CG version for the parts where it collapses. That way, we could control how it fell and make it look realistic. We also added things like debris, smoke, and water splashes in the river below, so everything felt natural and reacted the way it would in real life.One challenge was that there was a modern bridge in the background, so we had to remove that to keep the focus on the old bridge, which is the jokes centrepiece.Then there were the bats, which were all CG. We studied reference footage and even used a taxidermy bat to ensure they looked and moved realistically. The bats had to react to the collapsing bridge and the effects around them, so we worked hard to get the lighting and shadows just right to blend them into the scene.It was a real team effortpractical effects, VFX, animation, everything had to come together. The result is chaotic but also really fun, and it fits perfectly with the story.The series features both practical and digital effects. How did you decide when to use invisible VFX versus practical solutions on set?We worked closely with the SFX team to create realistic elements as they appear on set. Its a real crossover between the two teams, some of these elements might be enhanced in VFX such as the burning fireball in episode 6. It takes a lot of collaboration and understanding of what is practical and achievable on set and what would be more beneficial to be done in VFX and post to achieve the best results.Given that The Franchise is a satire of the superhero film industry, how did you use invisible VFX to enhance the humour and parody elements of the series?One of my favourite examples is the sneeze scene in episode 2. Adam and Peter, played by Billy Magnussen and Richard E. Grant, are trying to pull off a ridiculous wire stunt with an invisible jackhammer. The scene was already funny, but it needed a little extra oomph.Our VFX team suggested adding a perfectly-timed sneeze by compositing and animating a head replacement. It sounds simple, but executing it required meticulous timing and collaboration with the showrunner. It was silly, but it worked! That tiny VFX tweak helped the gag land perfectly and took the absurdity up a notch. Its a great example of how even the smallest effects can make a big impact, especially when youre poking fun at superhero filmmaking.What tools and techniques did your team use to achieve realistic set extensions, background replacements, or other subtle enhancements in The Franchise?We use Nuke, Maya, Houdini and some in-house preparatory tools.Can you share an example of a scene where the use of invisible VFX significantly improved the storytelling or comedic impact of a moment?The bridge sequence was definitely the most significant, but overall the series has a lot of minor and invisible VFX adjustments scattered throughout.In a show focused on the making-of process, were there any meta VFX shots where you had to create digital elements that mimic traditional on-set effects?Definitely! There were some hilarious moments along the way. We even had to add blue screens into the sets after the fact, which was a bit of VFX irony in itself.One of the best running jokes was creating these intentionally bad previsualisations, or previz. Since its a comedy, we could lean into this with purposefully stiff models, and jerky animations. As the story progresses and you meet VFX Dave, you realise these ridiculous previz shots are meant to mirror the fictional VFX teams complete meltdown.How did you collaborate with the production design and cinematography teams to ensure that your invisible VFX would match the physical sets and props used in The Franchise?There was lots of discussions, storyboards, previs, and concepts. Worked very closely with production designer Neil Callow and his team.What was the most rewarding aspect of working on invisible VFX for a series that blurs the line between fiction and reality in the world of blockbuster filmmaking?Great to work with Neal Streat again and always a pleasure working with Sam.Its not often we get to show some of the more ridiculous nature of what we do, but also shows how it all comes together in the end.Were there any unexpected technical or creative challenges encountered during the production?There were definitely some unexpected challenges! A lot of the sets were super reflective, which kept us on our toes. One tricky spot was with the reality crystal from episode 4we had to enhance it, making it look even shinier and more impressive. But the reflections were a bit of a puzzle. Because of the shows concept, we needed to keep some crew members visible in the reflections while figuring out which ones were real and which were part of the fictional crew. That got pretty meta!Another fun one was working with props like the big red tractor in episode 5. We had to composite it into the scene when the green tractor drove through the doorway. There was a production tent in the way that we had to remove and place the tractor in its place. It was a small adjustment, but it helped sell the gag and make the scene flow better.Looking back on the project, what aspects of the visual effects are you most proud of?The episode 7 bridge sequence, hands down. It was such an ambitious scene, and it really pushed our team creatively and technically. The level of detail and complexity we brought to that sequence is something Im incredibly proud ofit was a true team effort to pull it off.How long have you worked on this show?Its been a pretty long journey! From early preproduction all the way to final delivery, it spanned about two years. We first got the call about the project back in October 2022. We started with the pilot and then into production of the rest of the series. Its been quite a ride, but a rewarding one for sure!Whats the VFX shots count?This was approximately 270 shots and 10 assets.What is your next project?As a studio, weve had an incredibly exciting year. We started our year off with our first-ever BAFTA win for Poor Things. More recently, our work on The Tattooist of Auschwitz earned some wonderful recognition, taking home awards at both the RTS Craft & Design Awards and The Broadcast Tech Innovation Awards.On the project front, we wrapped up exciting work on HBOs The Regime, Peacock and Skys The Tattooist of Auschwitz, and the fourth season of Slow Horses. Looking ahead, were gearing up for an exciting slate, including the premiere of Apple TV+s high-stakes thriller series Prime Target early next year, followed by some highly anticipated feature-length releases.A big thanks for your time. Vincent Frei The Art of VFX 2025
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