• Bereit für eine aufregende Reise in die Vergangenheit? Test Mafia: The Old Country bringt uns nicht nur in die faszinierende Welt der Mafia, sondern bietet auch eine fesselnde Erzählung, die unser Herz höher schlagen lässt! Die Entwickler von Hangar haben uns mit ihrem neuesten Titel die Möglichkeit gegeben, in eine Geschichte einzutauchen, die weit über das Narrativ hinausgeht. Es ist eine Rückkehr, die uns nicht nur nostalgisch macht, sondern auch neue Abenteuer und Herausforderungen verspricht! Lass uns gemeinsam diese spannende Reise antreten und die Geheimnisse der alten Welt entdecken!

    #Mafia #Gaming #Nostalgie #Abenteuer #Hangar
    🎮✨ Bereit für eine aufregende Reise in die Vergangenheit? Test Mafia: The Old Country bringt uns nicht nur in die faszinierende Welt der Mafia, sondern bietet auch eine fesselnde Erzählung, die unser Herz höher schlagen lässt! ❤️ Die Entwickler von Hangar haben uns mit ihrem neuesten Titel die Möglichkeit gegeben, in eine Geschichte einzutauchen, die weit über das Narrativ hinausgeht. Es ist eine Rückkehr, die uns nicht nur nostalgisch macht, sondern auch neue Abenteuer und Herausforderungen verspricht! 💪🌟 Lass uns gemeinsam diese spannende Reise antreten und die Geheimnisse der alten Welt entdecken! #Mafia #Gaming #Nostalgie #Abenteuer #Hangar
    Test Mafia : The Old Country – Un retour dans le passé, mais pas uniquement narratif
    www.actugaming.net
    ActuGaming.net Test Mafia : The Old Country – Un retour dans le passé, mais pas uniquement narratif Après nous avoir fait jouer les mafieux aux États-Unis pendant trois épisodes, le studio Hangar […] L'article Test Mafia : The Old Countr
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  • Mafia: The Old Country Gets New Developer Diary Video Highlighting its Authenticity

    A new developer diary video has been released by Hangar 13 for the upcoming Mafia: The Old Country. The 5-minute video, which you can check out below, features various developers of who worked on the game from Hangar 13 and Italian studio Stormind Games talking about the upcoming title. Among the notable talking heads in the video are game director Alex Cox, lead writer Matthew Aitken, and art director Steve Noakes, among others.
    Stormind Games’ senior project manager Salvo Fallica also chimes in about the title, saying “Our priority has always been to ensure that everything in the game feels authentic.” Authenticity is a key word in this developer diary, with even Cox and Aitken talking about the steps the developers had taken to make sure that things in Mafia: The Old Country feel exactly how they should.
    “The details are absolutely key in keeping the immersion of the player,” said Aitken in the video, before being followed up by Cox talking about how much of the title is grounded in real-world history of the Sicilian Mafia. According to Cox, the studio got field experts to help it realise its vision for the game and provide context.
    “We need to make sure that the game is grounded in the real history of the Sicilian Mafia,” said Cox. “Experts in their field are able to kind of help us contextualize things that we read in the stuff that we see on the screen with real lived experiences.”
    Noakes also spoke about how much attention was paid to the details in some of the smallest aspects of Mafia: The Old Country. He brings up knives, which can be used in the game, and how much work the studio had to do to figure out what knives would look like in the time period in which Mafia: The Old Country takes place.
    “When it comes to something like the knives in the game, there’s very little reference that’s available for that. Right?” said Noakes. “And so really we had to dig very deep. We went into some tiny little backwater of a machine shop where this guy and his son were still crafting knives by hand, imbuing them with their particular regional styles, known for their thumbprints, if you like, of their particular approach to building knives. We just wouldn’t really experienced that any other way.”
    Associate art director Jakub Vavrik also spoke about how different Mafia: The Old Country will feel when compared to its predecessors, since the previous games in the franchise take place in dense cities. “The upcoming title, on the other ”Previous Mafia games were more or less city heavy, and now we are moving to more organic wildlife setting of Sicily,” he said.
    Mafia: The Old Country was announced back in August 2024. The game, under development for PC, PS5 and Xbox Series X/S, is slated for release on August 8. The release date was announced with a trailer that also showcased some gameplay. In the meantime, if you’re planning on playing the title on PC, check out its hardware requirements.
    #mafia #old #country #gets #new
    Mafia: The Old Country Gets New Developer Diary Video Highlighting its Authenticity
    A new developer diary video has been released by Hangar 13 for the upcoming Mafia: The Old Country. The 5-minute video, which you can check out below, features various developers of who worked on the game from Hangar 13 and Italian studio Stormind Games talking about the upcoming title. Among the notable talking heads in the video are game director Alex Cox, lead writer Matthew Aitken, and art director Steve Noakes, among others. Stormind Games’ senior project manager Salvo Fallica also chimes in about the title, saying “Our priority has always been to ensure that everything in the game feels authentic.” Authenticity is a key word in this developer diary, with even Cox and Aitken talking about the steps the developers had taken to make sure that things in Mafia: The Old Country feel exactly how they should. “The details are absolutely key in keeping the immersion of the player,” said Aitken in the video, before being followed up by Cox talking about how much of the title is grounded in real-world history of the Sicilian Mafia. According to Cox, the studio got field experts to help it realise its vision for the game and provide context. “We need to make sure that the game is grounded in the real history of the Sicilian Mafia,” said Cox. “Experts in their field are able to kind of help us contextualize things that we read in the stuff that we see on the screen with real lived experiences.” Noakes also spoke about how much attention was paid to the details in some of the smallest aspects of Mafia: The Old Country. He brings up knives, which can be used in the game, and how much work the studio had to do to figure out what knives would look like in the time period in which Mafia: The Old Country takes place. “When it comes to something like the knives in the game, there’s very little reference that’s available for that. Right?” said Noakes. “And so really we had to dig very deep. We went into some tiny little backwater of a machine shop where this guy and his son were still crafting knives by hand, imbuing them with their particular regional styles, known for their thumbprints, if you like, of their particular approach to building knives. We just wouldn’t really experienced that any other way.” Associate art director Jakub Vavrik also spoke about how different Mafia: The Old Country will feel when compared to its predecessors, since the previous games in the franchise take place in dense cities. “The upcoming title, on the other ”Previous Mafia games were more or less city heavy, and now we are moving to more organic wildlife setting of Sicily,” he said. Mafia: The Old Country was announced back in August 2024. The game, under development for PC, PS5 and Xbox Series X/S, is slated for release on August 8. The release date was announced with a trailer that also showcased some gameplay. In the meantime, if you’re planning on playing the title on PC, check out its hardware requirements. #mafia #old #country #gets #new
    Mafia: The Old Country Gets New Developer Diary Video Highlighting its Authenticity
    gamingbolt.com
    A new developer diary video has been released by Hangar 13 for the upcoming Mafia: The Old Country. The 5-minute video, which you can check out below, features various developers of who worked on the game from Hangar 13 and Italian studio Stormind Games talking about the upcoming title. Among the notable talking heads in the video are game director Alex Cox, lead writer Matthew Aitken, and art director Steve Noakes, among others. Stormind Games’ senior project manager Salvo Fallica also chimes in about the title, saying “Our priority has always been to ensure that everything in the game feels authentic.” Authenticity is a key word in this developer diary, with even Cox and Aitken talking about the steps the developers had taken to make sure that things in Mafia: The Old Country feel exactly how they should. “The details are absolutely key in keeping the immersion of the player,” said Aitken in the video, before being followed up by Cox talking about how much of the title is grounded in real-world history of the Sicilian Mafia. According to Cox, the studio got field experts to help it realise its vision for the game and provide context. “We need to make sure that the game is grounded in the real history of the Sicilian Mafia,” said Cox. “Experts in their field are able to kind of help us contextualize things that we read in the stuff that we see on the screen with real lived experiences.” Noakes also spoke about how much attention was paid to the details in some of the smallest aspects of Mafia: The Old Country. He brings up knives, which can be used in the game, and how much work the studio had to do to figure out what knives would look like in the time period in which Mafia: The Old Country takes place. “When it comes to something like the knives in the game, there’s very little reference that’s available for that. Right?” said Noakes. “And so really we had to dig very deep. We went into some tiny little backwater of a machine shop where this guy and his son were still crafting knives by hand, imbuing them with their particular regional styles, known for their thumbprints, if you like, of their particular approach to building knives. We just wouldn’t really experienced that any other way.” Associate art director Jakub Vavrik also spoke about how different Mafia: The Old Country will feel when compared to its predecessors, since the previous games in the franchise take place in dense cities. “The upcoming title, on the other ”Previous Mafia games were more or less city heavy, and now we are moving to more organic wildlife setting of Sicily,” he said. Mafia: The Old Country was announced back in August 2024. The game, under development for PC, PS5 and Xbox Series X/S, is slated for release on August 8. The release date was announced with a trailer that also showcased some gameplay. In the meantime, if you’re planning on playing the title on PC, check out its hardware requirements.
    0 Commentarii ·0 Distribuiri ·0 previzualizare
  • The Most Ridiculously Cool Spacebar Ever Made Looks Like Some Quantum Alien Tech

    The first time you see it, your brain doesn’t register it as a keycap. It looks more like a diorama ripped straight out of a Pixar-directed sci-fi short – complete with a lone astronaut, and some sufficiently advanced quantum tech, all sealed in resin like they’re cryogenically frozen for your desk. That’s the Dwarf Factory Astrovert Quantum-ixer Spacebar. And calling it “just” a spacebar would be like calling the Millennium Falcon a cargo ship.
    This 6.25U artisan slab isn’t trying to be discreet. It demands attention, and frankly, earns it. Dwarf Factory’s MO has always leaned into visual storytelling, and the Quantum-ixer continues that trend with unapologetic whimsy. The SAR3 profile makes it ergonomically familiar if you’re already swimming in Cherry MX-compatible gear, but ergonomics are arguably beside the point. You’re not slamming this artifact into your keyboard for WPM gains. You’re doing it because it lights up like a moonlit spaceship hangar when your RGB kicks in.
    Designer: Dwarf Factory

    Dwarf Factory doesn’t really do one-off designs. They build universes. The Quantum-ixer spacebar is the final chapter in their Astrovert series, and it plays like the climax of a well-paced space opera. According to them, this piece is the technological leap the Astrovert crew needed – essentially, the device that stabilizes their jumps through space-time. It’s less of a decorative flourish and more like the mission-critical core of their interstellar saga. The astronaut, the sidekick, the bizarre apparatus – they’re all locked in, mid-adventure, frozen inside resin like a scene from a comic book panel. This isn’t an homage to sci-fi; it’s an artifact from it, rendered in the same obsessive detail that defines everything Dwarf Factory touches.

    There are four colorways, each with its own visual flavor. T-800 channels a brutalist, chrome-heavy vibe – dark and industrial, almost noir. The 94B feels cooler and more clinical, with icy blue tones. PickIE takes a more playful turn, leaning into candy-colored optimism, while 14512F lands in deep-space territory with its moody purples and inky blacks. All of them look like artifacts pulled from different galaxies, unified by their surreal attention to detail.

    If your keyboard has backlightingthe translucent elements let that light filter through like some unholy alien core reactor. Sure, the spacebar has always been the most iconic key and never really needed labeling or backlit text, so something as whimsical as the Quantum-ixer feels appropriate for the keyboard. Why keep that piece of real estate empty? Why keep it boring? When you could, instead, outfit it with sci-fi tech?

    The spacebar fits like a dream on Cherry MX switches and clones, holding a 6.25u layout that’s standard for most mechanical keyboards. That SAR3 profile gives it a slight sculpt, comfortably sitting under your thumbs without disrupting the rhythm of your board. It’s plug-and-play in the most interstellar sense.

    Each one ships in a kraft box with stickers, finger gloves, and even a loose stem tightening kit, which somehow makes the whole thing feel like you’re unboxing lab equipment or a prop from a cyberpunk film. It’s silly. It’s self-aware. It’s perfect.

    At a glance, it might seem excessive to drop nearly a hundred bucks on a single keycap, but this isn’t about function anymore. It’s about expression. Dwarf Factory’s Quantum-ixer doesn’t improve your typing speed or enhance your workflow. What it does is transform your workspace into a miniature cosmos – something you interact with every day, but now through the lens of fantasy, imagination, and a little weirdness. And maybe, just maybe, that bit of storytelling is worth the splurge.

    The post The Most Ridiculously Cool Spacebar Ever Made Looks Like Some Quantum Alien Tech first appeared on Yanko Design.
    #most #ridiculously #cool #spacebar #ever
    The Most Ridiculously Cool Spacebar Ever Made Looks Like Some Quantum Alien Tech
    The first time you see it, your brain doesn’t register it as a keycap. It looks more like a diorama ripped straight out of a Pixar-directed sci-fi short – complete with a lone astronaut, and some sufficiently advanced quantum tech, all sealed in resin like they’re cryogenically frozen for your desk. That’s the Dwarf Factory Astrovert Quantum-ixer Spacebar. And calling it “just” a spacebar would be like calling the Millennium Falcon a cargo ship. This 6.25U artisan slab isn’t trying to be discreet. It demands attention, and frankly, earns it. Dwarf Factory’s MO has always leaned into visual storytelling, and the Quantum-ixer continues that trend with unapologetic whimsy. The SAR3 profile makes it ergonomically familiar if you’re already swimming in Cherry MX-compatible gear, but ergonomics are arguably beside the point. You’re not slamming this artifact into your keyboard for WPM gains. You’re doing it because it lights up like a moonlit spaceship hangar when your RGB kicks in. Designer: Dwarf Factory Dwarf Factory doesn’t really do one-off designs. They build universes. The Quantum-ixer spacebar is the final chapter in their Astrovert series, and it plays like the climax of a well-paced space opera. According to them, this piece is the technological leap the Astrovert crew needed – essentially, the device that stabilizes their jumps through space-time. It’s less of a decorative flourish and more like the mission-critical core of their interstellar saga. The astronaut, the sidekick, the bizarre apparatus – they’re all locked in, mid-adventure, frozen inside resin like a scene from a comic book panel. This isn’t an homage to sci-fi; it’s an artifact from it, rendered in the same obsessive detail that defines everything Dwarf Factory touches. There are four colorways, each with its own visual flavor. T-800 channels a brutalist, chrome-heavy vibe – dark and industrial, almost noir. The 94B feels cooler and more clinical, with icy blue tones. PickIE takes a more playful turn, leaning into candy-colored optimism, while 14512F lands in deep-space territory with its moody purples and inky blacks. All of them look like artifacts pulled from different galaxies, unified by their surreal attention to detail. If your keyboard has backlightingthe translucent elements let that light filter through like some unholy alien core reactor. Sure, the spacebar has always been the most iconic key and never really needed labeling or backlit text, so something as whimsical as the Quantum-ixer feels appropriate for the keyboard. Why keep that piece of real estate empty? Why keep it boring? When you could, instead, outfit it with sci-fi tech? The spacebar fits like a dream on Cherry MX switches and clones, holding a 6.25u layout that’s standard for most mechanical keyboards. That SAR3 profile gives it a slight sculpt, comfortably sitting under your thumbs without disrupting the rhythm of your board. It’s plug-and-play in the most interstellar sense. Each one ships in a kraft box with stickers, finger gloves, and even a loose stem tightening kit, which somehow makes the whole thing feel like you’re unboxing lab equipment or a prop from a cyberpunk film. It’s silly. It’s self-aware. It’s perfect. At a glance, it might seem excessive to drop nearly a hundred bucks on a single keycap, but this isn’t about function anymore. It’s about expression. Dwarf Factory’s Quantum-ixer doesn’t improve your typing speed or enhance your workflow. What it does is transform your workspace into a miniature cosmos – something you interact with every day, but now through the lens of fantasy, imagination, and a little weirdness. And maybe, just maybe, that bit of storytelling is worth the splurge. The post The Most Ridiculously Cool Spacebar Ever Made Looks Like Some Quantum Alien Tech first appeared on Yanko Design. #most #ridiculously #cool #spacebar #ever
    The Most Ridiculously Cool Spacebar Ever Made Looks Like Some Quantum Alien Tech
    www.yankodesign.com
    The first time you see it, your brain doesn’t register it as a keycap. It looks more like a diorama ripped straight out of a Pixar-directed sci-fi short – complete with a lone astronaut, and some sufficiently advanced quantum tech, all sealed in resin like they’re cryogenically frozen for your desk. That’s the Dwarf Factory Astrovert Quantum-ixer Spacebar. And calling it “just” a spacebar would be like calling the Millennium Falcon a cargo ship. This 6.25U artisan slab isn’t trying to be discreet. It demands attention, and frankly, earns it. Dwarf Factory’s MO has always leaned into visual storytelling, and the Quantum-ixer continues that trend with unapologetic whimsy. The SAR3 profile makes it ergonomically familiar if you’re already swimming in Cherry MX-compatible gear, but ergonomics are arguably beside the point. You’re not slamming this $99 artifact into your keyboard for WPM gains. You’re doing it because it lights up like a moonlit spaceship hangar when your RGB kicks in. Designer: Dwarf Factory Dwarf Factory doesn’t really do one-off designs. They build universes. The Quantum-ixer spacebar is the final chapter in their Astrovert series, and it plays like the climax of a well-paced space opera. According to them, this piece is the technological leap the Astrovert crew needed – essentially, the device that stabilizes their jumps through space-time. It’s less of a decorative flourish and more like the mission-critical core of their interstellar saga. The astronaut, the sidekick, the bizarre apparatus – they’re all locked in, mid-adventure, frozen inside resin like a scene from a comic book panel. This isn’t an homage to sci-fi; it’s an artifact from it, rendered in the same obsessive detail that defines everything Dwarf Factory touches. There are four colorways, each with its own visual flavor. T-800 channels a brutalist, chrome-heavy vibe – dark and industrial, almost noir. The 94B feels cooler and more clinical, with icy blue tones. PickIE takes a more playful turn, leaning into candy-colored optimism, while 14512F lands in deep-space territory with its moody purples and inky blacks. All of them look like artifacts pulled from different galaxies, unified by their surreal attention to detail. If your keyboard has backlighting (especially RGB) the translucent elements let that light filter through like some unholy alien core reactor. Sure, the spacebar has always been the most iconic key and never really needed labeling or backlit text, so something as whimsical as the Quantum-ixer feels appropriate for the keyboard. Why keep that piece of real estate empty? Why keep it boring? When you could, instead, outfit it with sci-fi tech? The spacebar fits like a dream on Cherry MX switches and clones, holding a 6.25u layout that’s standard for most mechanical keyboards. That SAR3 profile gives it a slight sculpt, comfortably sitting under your thumbs without disrupting the rhythm of your board. It’s plug-and-play in the most interstellar sense. Each one ships in a kraft box with stickers, finger gloves, and even a loose stem tightening kit, which somehow makes the whole thing feel like you’re unboxing lab equipment or a prop from a cyberpunk film. It’s silly. It’s self-aware. It’s perfect. At a glance, it might seem excessive to drop nearly a hundred bucks on a single keycap, but this isn’t about function anymore. It’s about expression. Dwarf Factory’s Quantum-ixer doesn’t improve your typing speed or enhance your workflow. What it does is transform your workspace into a miniature cosmos – something you interact with every day, but now through the lens of fantasy, imagination, and a little weirdness. And maybe, just maybe, that bit of storytelling is worth the splurge. The post The Most Ridiculously Cool Spacebar Ever Made Looks Like Some Quantum Alien Tech first appeared on Yanko Design.
    0 Commentarii ·0 Distribuiri ·0 previzualizare
  • Summer Game Fest and ‘Not-E3’ 2025 schedule: All conference dates and times

    Summer Game Fest 2025 returns in June to fill the vacuum left by E3 — may it rest in peace — and will be joined by a long list of showcases from the likes of Xbox and tireless independent organizers who will put on shows like Day of the Devs and Wholesome Direct.

    This year’s Summer Game Fest and Not-E3 extravaganza may look a little lighter, though. Publishers like Sony, Nintendo, and Ubisoft haven’t yet confirmed their brand of events — PlayStation Showcase, Nintendo Direct, and Ubisoft Forward, respectively — but some of that may change as we approach what would normally be E3 season.

    In this guide to Summer Game Fest and not-E3 2025, we’ll run down the conference schedule, with dates and times across time zones in North America and Europe, and what to expect from each one.Summer Game Fest 2025

    Where to watch: YouTube, TwitchWhen it starts: Friday, June 6, at 2 p.m. PST/5 p.m. EST/10 p.m. BST

    Summer Game Fest 2025 kicks things off on Friday, June 6. Geoff Keighley’s annual showcase of the big games coming in 2025, 2026, and beyond will stream live from the YouTube Theater in Los Angeles. SGF 2025 is expected to run about two hours.

    With its focus on the types of games that would normally be reserved for E3 showcases past, expect the biggest reveals of AAA sequels, surprises, and world premiere exclusives to show up at Summer Game Fest 2025. Also, probably expect an appearance from Hideo Kojima. Here’s everything that was announced at SGF 2024, for an idea of what to expect.

    Day of the Devs: Summer Game Fest Edition

    Where to watch: YouTube, TwitchWhen it starts: Friday, June 6, at 4 p.m. PST/7 p.m. EST/12 a.m. BST

    The Summer Game Fest edition of Day of the Devs will stream live on June 6, at 4 p.m. PST/7 p.m. EST/11 p.m. GMT, immediately after SGF 2025 wraps. Day of the Devs, a non-profit co-production from Double Fine Productions and iam8bit, will reveal and highlight some of the best, most creative indie games from a wide variety of creators. Looking for something original and maybe a little weird? Then don’t miss this show.

    Wholesome Direct 2025

    Where to watch: YouTube, TwitchWhen it starts: Saturday, June 7, at 9 a.m. PST/12 p.m. EST/5 p.m. BST

    You wanna get cozy? Let’s get cozy. Wholesome Direct returns Saturday, June 7, promising “a vibrant lineup of artistic, uplifting, and emotionally resonant games from developers of all sizes from around the world.”

    Future Games Show Summer Showcase

    Where to watch: YouTube, Twitch, Facebook, TikTokWhen it starts: Saturday, June 7, at 1 p.m. PST/4 p.m. EST/9 p.m. BST

    The Future Games Show Summer Showcase promises to highlight “some of the most exciting games on the horizon,” with world premieres, exclusive game demos, developer interviews, and new trailers from more than 40 games. Confirmed to appear are Supermassive Games’ Directive 8020, Hangar 13’s Mafia: The Old Country , and Crisol: Theater of Idols from Blumhouse Games. Actors Laura Bailey and Matthew Mercer will host this year’s Future Games Show Summer Showcase.

    Xbox Games Showcase 2025

    Where to watch: YouTube, Twitch, FacebookWhen it starts: Sunday, June 8, starting at 10 a.m. PST/1 p.m. EST/6 p.m. BST

    Microsoft’s Xbox Games Showcase 2025 will be streamed live on Sunday, June 8, starting at 10 a.m. PST/1 p.m. EST/6 p.m. GMT. The Xbox team promises a look at upcoming titles from Xbox Game Studios and third-party partners.

    Immediately following the Xbox Games Showcase, Obsidian Entertainment will get its own The Outer Worlds 2 Direct showcase, offering a deep dive into this year’s highly anticipated sci-fi RPG sequel.

    PC Gaming Show

    Where to watch: YouTube, Twitch, FacebookWhen it starts: Sunday, June 8, at 12 p.m. PST/3 p.m. EST/8 p.m. BST

    PC Gamer’s PC Gaming Show will show PC games — and nothing but PC games — on Sunday, June 8. Organizers say that this year’s PC Gaming Show will be “brimming with exclusives, announcements, world premieres and behind the scenes developer interviews,” viewers can look forward to over 50 games on PC, Steam Deck, Linux and MacOS this season of summer events and broadcasts—in the one and only show designed solely to celebrate all things PC gaming.” Some 50 games will be showcased, with publishers Ubisoft, Failbetter Games, Devolver Digital, and Astra Logical confirmed to appear.

    PlayStation State of Play/PlayStation Showcase

    Sony Interactive Entertainment hasn’t announced a PlayStation Showcase or State of Play event for the Summer Game Fest/Not-E3 season, though it typically holds one in late May or early June. According to frequent leaker Jeff Grubb, Sony has a State of Play showcase in the works for sometime in June.

    Nintendo Direct

    Nintendo also typically has a Nintendo Direct presentation sometime in mid-to-late June, though the company has not yet announced such an event for 2025. But since Nintendo is about to launch Switch 2 on June 5, don’t be surprised if it has more to show regarding the next-gen console’s lineup near or after launch.
    #summer #game #fest #note3 #schedule
    Summer Game Fest and ‘Not-E3’ 2025 schedule: All conference dates and times
    Summer Game Fest 2025 returns in June to fill the vacuum left by E3 — may it rest in peace — and will be joined by a long list of showcases from the likes of Xbox and tireless independent organizers who will put on shows like Day of the Devs and Wholesome Direct. This year’s Summer Game Fest and Not-E3 extravaganza may look a little lighter, though. Publishers like Sony, Nintendo, and Ubisoft haven’t yet confirmed their brand of events — PlayStation Showcase, Nintendo Direct, and Ubisoft Forward, respectively — but some of that may change as we approach what would normally be E3 season. In this guide to Summer Game Fest and not-E3 2025, we’ll run down the conference schedule, with dates and times across time zones in North America and Europe, and what to expect from each one.Summer Game Fest 2025 Where to watch: YouTube, TwitchWhen it starts: Friday, June 6, at 2 p.m. PST/5 p.m. EST/10 p.m. BST Summer Game Fest 2025 kicks things off on Friday, June 6. Geoff Keighley’s annual showcase of the big games coming in 2025, 2026, and beyond will stream live from the YouTube Theater in Los Angeles. SGF 2025 is expected to run about two hours. With its focus on the types of games that would normally be reserved for E3 showcases past, expect the biggest reveals of AAA sequels, surprises, and world premiere exclusives to show up at Summer Game Fest 2025. Also, probably expect an appearance from Hideo Kojima. Here’s everything that was announced at SGF 2024, for an idea of what to expect. Day of the Devs: Summer Game Fest Edition Where to watch: YouTube, TwitchWhen it starts: Friday, June 6, at 4 p.m. PST/7 p.m. EST/12 a.m. BST The Summer Game Fest edition of Day of the Devs will stream live on June 6, at 4 p.m. PST/7 p.m. EST/11 p.m. GMT, immediately after SGF 2025 wraps. Day of the Devs, a non-profit co-production from Double Fine Productions and iam8bit, will reveal and highlight some of the best, most creative indie games from a wide variety of creators. Looking for something original and maybe a little weird? Then don’t miss this show. Wholesome Direct 2025 Where to watch: YouTube, TwitchWhen it starts: Saturday, June 7, at 9 a.m. PST/12 p.m. EST/5 p.m. BST You wanna get cozy? Let’s get cozy. Wholesome Direct returns Saturday, June 7, promising “a vibrant lineup of artistic, uplifting, and emotionally resonant games from developers of all sizes from around the world.” Future Games Show Summer Showcase Where to watch: YouTube, Twitch, Facebook, TikTokWhen it starts: Saturday, June 7, at 1 p.m. PST/4 p.m. EST/9 p.m. BST The Future Games Show Summer Showcase promises to highlight “some of the most exciting games on the horizon,” with world premieres, exclusive game demos, developer interviews, and new trailers from more than 40 games. Confirmed to appear are Supermassive Games’ Directive 8020, Hangar 13’s Mafia: The Old Country , and Crisol: Theater of Idols from Blumhouse Games. Actors Laura Bailey and Matthew Mercer will host this year’s Future Games Show Summer Showcase. Xbox Games Showcase 2025 Where to watch: YouTube, Twitch, FacebookWhen it starts: Sunday, June 8, starting at 10 a.m. PST/1 p.m. EST/6 p.m. BST Microsoft’s Xbox Games Showcase 2025 will be streamed live on Sunday, June 8, starting at 10 a.m. PST/1 p.m. EST/6 p.m. GMT. The Xbox team promises a look at upcoming titles from Xbox Game Studios and third-party partners. Immediately following the Xbox Games Showcase, Obsidian Entertainment will get its own The Outer Worlds 2 Direct showcase, offering a deep dive into this year’s highly anticipated sci-fi RPG sequel. PC Gaming Show Where to watch: YouTube, Twitch, FacebookWhen it starts: Sunday, June 8, at 12 p.m. PST/3 p.m. EST/8 p.m. BST PC Gamer’s PC Gaming Show will show PC games — and nothing but PC games — on Sunday, June 8. Organizers say that this year’s PC Gaming Show will be “brimming with exclusives, announcements, world premieres and behind the scenes developer interviews,” viewers can look forward to over 50 games on PC, Steam Deck, Linux and MacOS this season of summer events and broadcasts—in the one and only show designed solely to celebrate all things PC gaming.” Some 50 games will be showcased, with publishers Ubisoft, Failbetter Games, Devolver Digital, and Astra Logical confirmed to appear. PlayStation State of Play/PlayStation Showcase Sony Interactive Entertainment hasn’t announced a PlayStation Showcase or State of Play event for the Summer Game Fest/Not-E3 season, though it typically holds one in late May or early June. According to frequent leaker Jeff Grubb, Sony has a State of Play showcase in the works for sometime in June. Nintendo Direct Nintendo also typically has a Nintendo Direct presentation sometime in mid-to-late June, though the company has not yet announced such an event for 2025. But since Nintendo is about to launch Switch 2 on June 5, don’t be surprised if it has more to show regarding the next-gen console’s lineup near or after launch. #summer #game #fest #note3 #schedule
    Summer Game Fest and ‘Not-E3’ 2025 schedule: All conference dates and times
    www.polygon.com
    Summer Game Fest 2025 returns in June to fill the vacuum left by E3 — may it rest in peace — and will be joined by a long list of showcases from the likes of Xbox and tireless independent organizers who will put on shows like Day of the Devs and Wholesome Direct. This year’s Summer Game Fest and Not-E3 extravaganza may look a little lighter, though. Publishers like Sony, Nintendo, and Ubisoft haven’t yet confirmed their brand of events — PlayStation Showcase, Nintendo Direct, and Ubisoft Forward, respectively — but some of that may change as we approach what would normally be E3 season. In this guide to Summer Game Fest and not-E3 2025, we’ll run down the conference schedule, with dates and times across time zones in North America and Europe, and what to expect from each one. (This story will be updated with new events and details as they are announced.) Summer Game Fest 2025 Where to watch: YouTube, TwitchWhen it starts: Friday, June 6, at 2 p.m. PST/5 p.m. EST/10 p.m. BST Summer Game Fest 2025 kicks things off on Friday, June 6. Geoff Keighley’s annual showcase of the big games coming in 2025, 2026, and beyond will stream live from the YouTube Theater in Los Angeles. SGF 2025 is expected to run about two hours. With its focus on the types of games that would normally be reserved for E3 showcases past, expect the biggest reveals of AAA sequels, surprises, and world premiere exclusives to show up at Summer Game Fest 2025. Also, probably expect an appearance from Hideo Kojima. Here’s everything that was announced at SGF 2024, for an idea of what to expect. Day of the Devs: Summer Game Fest Edition Where to watch: YouTube, TwitchWhen it starts: Friday, June 6, at 4 p.m. PST/7 p.m. EST/12 a.m. BST The Summer Game Fest edition of Day of the Devs will stream live on June 6, at 4 p.m. PST/7 p.m. EST/11 p.m. GMT, immediately after SGF 2025 wraps. Day of the Devs, a non-profit co-production from Double Fine Productions and iam8bit, will reveal and highlight some of the best, most creative indie games from a wide variety of creators. Looking for something original and maybe a little weird? Then don’t miss this show. Wholesome Direct 2025 Where to watch: YouTube, TwitchWhen it starts: Saturday, June 7, at 9 a.m. PST/12 p.m. EST/5 p.m. BST You wanna get cozy? Let’s get cozy. Wholesome Direct returns Saturday, June 7, promising “a vibrant lineup of artistic, uplifting, and emotionally resonant games from developers of all sizes from around the world.” Future Games Show Summer Showcase Where to watch: YouTube, Twitch, Facebook, TikTokWhen it starts: Saturday, June 7, at 1 p.m. PST/4 p.m. EST/9 p.m. BST The Future Games Show Summer Showcase promises to highlight “some of the most exciting games on the horizon,” with world premieres, exclusive game demos, developer interviews, and new trailers from more than 40 games. Confirmed to appear are Supermassive Games’ Directive 8020, Hangar 13’s Mafia: The Old Country , and Crisol: Theater of Idols from Blumhouse Games. Actors Laura Bailey and Matthew Mercer will host this year’s Future Games Show Summer Showcase. Xbox Games Showcase 2025 Where to watch: YouTube, Twitch, FacebookWhen it starts: Sunday, June 8, starting at 10 a.m. PST/1 p.m. EST/6 p.m. BST Microsoft’s Xbox Games Showcase 2025 will be streamed live on Sunday, June 8, starting at 10 a.m. PST/1 p.m. EST/6 p.m. GMT. The Xbox team promises a look at upcoming titles from Xbox Game Studios and third-party partners. Immediately following the Xbox Games Showcase, Obsidian Entertainment will get its own The Outer Worlds 2 Direct showcase, offering a deep dive into this year’s highly anticipated sci-fi RPG sequel. PC Gaming Show Where to watch: YouTube, Twitch, FacebookWhen it starts: Sunday, June 8, at 12 p.m. PST/3 p.m. EST/8 p.m. BST PC Gamer’s PC Gaming Show will show PC games — and nothing but PC games — on Sunday, June 8. Organizers say that this year’s PC Gaming Show will be “brimming with exclusives, announcements, world premieres and behind the scenes developer interviews,” viewers can look forward to over 50 games on PC, Steam Deck, Linux and MacOS this season of summer events and broadcasts—in the one and only show designed solely to celebrate all things PC gaming.” Some 50 games will be showcased, with publishers Ubisoft, Failbetter Games, Devolver Digital, and Astra Logical confirmed to appear. PlayStation State of Play/PlayStation Showcase Sony Interactive Entertainment hasn’t announced a PlayStation Showcase or State of Play event for the Summer Game Fest/Not-E3 season, though it typically holds one in late May or early June. According to frequent leaker Jeff Grubb, Sony has a State of Play showcase in the works for sometime in June. Nintendo Direct Nintendo also typically has a Nintendo Direct presentation sometime in mid-to-late June, though the company has not yet announced such an event for 2025. But since Nintendo is about to launch Switch 2 on June 5, don’t be surprised if it has more to show regarding the next-gen console’s lineup near or after launch.
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  • Meet Hero Village, a Brooklyn Law School student’s grand plan for housing NYPD, FDNY, and EMTs atop Floyd Bennett Field

    Floyd Bennett Field is a massive piece of federal property in Marine Park, Brooklyn, a floodplain that’s regularly deluged since Hurricane Sandy. Noah Martz, a Brooklyn Law School student, has an idea for how to use it that has Reddit talking. What to do with Floyd Bennett Fieldhas long perplexed planners, and the site now finds itself entangled in an online tug of war match between competing architectural ideologies. 

    “Hero Village” is the name of Martz’s land use proposal for the former airfield. It would bring approximately 20,000 residential units designated for NYPD and FDNY officers, and EMTs to the 1,300-acre plot. The design is “inspired by President Trump’s vision to build beautifully again,” Hero Village’s promotional video states. “Mr. President, it’s time for New York to truly back the blue,” the video concludes. 
    Martz regularly makes appeals to “MAGA YIMBY” and “neotrad” accounts on Xto drum up support for the proposal through the Hero Village NYC X account, which arrives amid other traditional propositions for New York. Penn Station’s revival, for instance, could very well yield a neoclassical design. It’s safe to say trad architects and their sympathizers feel emboldened by this president.
    “The idea for Hero Village came from witnessing firsthand how increasingly unaffordable New York City has become, especially for those who protect and serve the city,” Martz told AN. “Today, over 52 percent of NYPD officers live outside the five boroughs, largely due to high housing costs. At the same time, the city faces a chronic shortage of new housing construction, especially larger, family-sized units. Hero Village is a response to these problems.”
    The proposal however hasn’t been without criticism from other very online interlocutors.
    Traditional loft buildings would line Hero Village’s main thoroughfare, supported by a cyberlink rail system.“In reality, there are much more efficient ways of building density, even if you want to add facade articulation in the unclear ‘historic’ style described in the post,” said AN contributor Ryan Scavnicky, author of Architecture and Videogames: Intersecting Worlds. As a professor at Marywood University, Scavnicky studies internet subcultures and how architectural ideas proliferate on social media. “Critiquing the proposal itself—it’s in a floodplain, its inefficient layout—are moot points because this proposal is just using architecture as a medium to sway political power,” Scavnicky added, with emphasis.Co-op City?
    The FBF Shelter Complex, otherwise called the Humanitarian Emergency Response and Relief Center at FBF, was established at the South Brooklyn airfield in 2023 for migrant families inside shuttered aircraft hangars. By December 2024, there were at least 850 children living in the complex and attending New York City public schools. The complex was shut down in winter 2025 by New York City Mayor Eric Adams—teachers have since raised grave concerns over displaced migrant family welfare. 

    Hero Village was rolled out in the months after the Adams administration evacuated the FBF Shelter Complex. Its proposed architecture takes cues from Poundbury, a master planned community in the U.K. “endorsed by King Charles III,” Martz said, but also places closer to home like Cobble Hill, Carroll Gardens, and Brooklyn Heights. The Cumberland Street development near Barclays Center and Gateway Estates in East New York are other precedents Martz pointed to. 
    A cyberlink rail system would support Hero Village, with a direct connection to the 2/5.The main drag at Hero Village is a north-south thoroughfare lined by the kind of loft buildings you’d see in Soho or the Garment District of Manhattan. A cyberlink rail system would shuttle the main axis, which terminates at a monumental obelisk. This rail line would connect Hero Village denizens to the Flatbush Avenue–Brooklyn Collegesubway stop. The cyberlink rail system itself is inspired by Elon Musk’s Hyperloop and Tesla’s Robovan. In the future, “advanced tunneling technology” could extend the 2 Train down Flatbush Avenue, connecting Hero Village with New York City, Martz posited.
    Martz drew up the master plan himself in Google Sketchup, he said, which took “over a year.” He then hired a rendering studio for the final graphics. Every street at Hero Village would be named after an NYPD or FDNY officer killed in the line of duty. 

    “I believe it’s essential to create places that also serve as spaces of reflection and remembrance,” Martz said in regard to the obelisk and the street names. He added: “The idea of an obelisk as the central memorial was inspired by its deep historical significance in American public spaces. One of the earliest examples dates back to Williamsburg, Virginia, where an obelisk was erected to honor those who opposed the Stamp Act of 1765.”
    Martz finds inspiration from obelisks erected after the 1765 Stamps Act rebellion.“Obelisks are now common markers of solemn remembrance, particularly for fallen service members,” Martz continued. “Hero Village will include several other memorials within park spaces and community centers dedicated to those who have given their lives in service to New York.”
    To mitigate flooding, Martz alluded to an unlikely example: Co-op City in the Bronx, which was likewise built on marshland. “There is ample precedent for successful residential development in flood-prone areas,” Martz noted. “While Hero Village differs significantly in style, this precedent shows the feasibility of development with proper mitigation measures.” Martz does have misgivings about the comparison, however.

    “I am strongly opposed to the modernist ‘tower in the park’ planning approach championed by Le Corbusier, which shaped developments like Co-op City,” Martz replied when asked about his philosophy. “While Co-op City successfully provides a large number of affordable housing units, its 1960s-era design reflects a deeply flawed urban planning philosophy. The development suffers from an inefficient use of land, a lack of street-level connectivity, and an absence of human-scale, mixed-use environments.”
    “By contrast,” Martz continued, “Hero Village would deliver more housing on a smaller footprint through thoughtful design and land use. It emphasizes traditional urbanism with walkable narrow streets, mixed-use buildings, human-scaled architecture, and a transit-oriented layout that supports both residents and the broader community.”
    The main thoroughfare would terminate at a monumental obelisk.The North Forty Natural Area would be preserved and existing aircraft hangars would become museums and event spaces at Hero Village. Daycare centers, supermarkets, and playgrounds would abound. Martz elaborated Hero Village would incorporate best practices from New York’s East Side Coastal Resiliency Project. This means Hero Village would have a resilient seawall and ample park space which is not only “an aesthetic feature,” Martz said, but also “a core piece of flood protection infrastructure.”
    A Ruinous Ideology?
    Today, Martz is actively courting the Trump administration to help make Hero Village happen, but also New York City Councilmembers including Inna Vernikov, and Mayor Adams. He’s written letters to U.S. Housing and Urban DevelopmentSecretary Scott Turner, Interior Secretary Doug Burgum, and NYPD and FDNY union associations. The promotional video for Hero Village congratulates Trump for his “stunning victory.”
    Floyd Bennett Field is in proximity to Councilmember Vernikov’s South Brooklyn district. Today, Vernikov is a polemic figure—she recently made headlines for showing up to a Brooklyn College protest “with a gun visible in her hip,” but she was later cleared of the “illegal gun charge.” Hero Village has publicly asked for Vernikov’s support on social media. Still, Martz affirmed he thinks Hero Village could garner bipartisan favor.

    “In March, a joint task force was launched to explore how underutilized federal land can be repurposed to increase housing supply and reduce costs across the country,” Martz added. “Utilizingto provide housing for those who have dedicated their lives to public service is a logical and moral use of the site. It’s a bipartisan solution, one that should unite local, state, and federal officials.”
    Scavnicky however sees cracks in this logic: “In an attempt to woo Trump, Musk, and their base constituents, it seems almost like just an attempt to get their attention,” he said of the plan. “The proposal does create affordable housing for the working class, yet only members of the working class who serve the crown, err, I mean the state are worthy of purchasing units.”
    “This X account wants to get retweeted so badly that they are willing to create architecture that betrays the needs of the people,” Scavnicky continued. “But more importantly, it serves as a fine example of an ideology’s inherent class discrimination through reasoning: Why wouldn’t these politicians support this project if it was for everyone instead of just for cops and firefighters?”
    Hero Village takes inspiration from Brooklyn Heights, Cobble Hill, and other historic neighborhoods.Renderings of Hero Village are similar to another recent proposal for FBF shared last March by Eli Lever, a local real estate developer. Lever’s design calls for much larger proto-Hausmannian courtyard buildings, as opposed to Martz’s brownstones. The Jamaica Bay-Rockaway Parks Conservancyhas also proposed a climate hub for the grounds, a decidedly different use from the housing ideas.
    When asked about who will be eligible to live in Hero Village, and whether or not it’d be open to teachers and social workers like Co-op City, Martz replied: “These details are still being developed. The proposal has only recently been made public. The current focus is on generating community interest and gathering feedback.”
    Scavnicky cautions against attempts to look to the past to inform the future. “The need for architecture to uphold some image of an ideal past is a ruinous ideology, as can be seen in any American suburban house with fake storm windows,” Scavnicky elaborated. “This is inefficiency in service of the image—all when we should be looking toward new ways of living rather than romanticizing the past. And it’s not just about aesthetic treatment—the architectural plan of the proposed city is also an exact duplicate of an older world that doesn’t, to me, deserve to be recreated with such monotony.”
    #meet #hero #village #brooklyn #law
    Meet Hero Village, a Brooklyn Law School student’s grand plan for housing NYPD, FDNY, and EMTs atop Floyd Bennett Field
    Floyd Bennett Field is a massive piece of federal property in Marine Park, Brooklyn, a floodplain that’s regularly deluged since Hurricane Sandy. Noah Martz, a Brooklyn Law School student, has an idea for how to use it that has Reddit talking. What to do with Floyd Bennett Fieldhas long perplexed planners, and the site now finds itself entangled in an online tug of war match between competing architectural ideologies.  “Hero Village” is the name of Martz’s land use proposal for the former airfield. It would bring approximately 20,000 residential units designated for NYPD and FDNY officers, and EMTs to the 1,300-acre plot. The design is “inspired by President Trump’s vision to build beautifully again,” Hero Village’s promotional video states. “Mr. President, it’s time for New York to truly back the blue,” the video concludes.  Martz regularly makes appeals to “MAGA YIMBY” and “neotrad” accounts on Xto drum up support for the proposal through the Hero Village NYC X account, which arrives amid other traditional propositions for New York. Penn Station’s revival, for instance, could very well yield a neoclassical design. It’s safe to say trad architects and their sympathizers feel emboldened by this president. “The idea for Hero Village came from witnessing firsthand how increasingly unaffordable New York City has become, especially for those who protect and serve the city,” Martz told AN. “Today, over 52 percent of NYPD officers live outside the five boroughs, largely due to high housing costs. At the same time, the city faces a chronic shortage of new housing construction, especially larger, family-sized units. Hero Village is a response to these problems.” The proposal however hasn’t been without criticism from other very online interlocutors. Traditional loft buildings would line Hero Village’s main thoroughfare, supported by a cyberlink rail system.“In reality, there are much more efficient ways of building density, even if you want to add facade articulation in the unclear ‘historic’ style described in the post,” said AN contributor Ryan Scavnicky, author of Architecture and Videogames: Intersecting Worlds. As a professor at Marywood University, Scavnicky studies internet subcultures and how architectural ideas proliferate on social media. “Critiquing the proposal itself—it’s in a floodplain, its inefficient layout—are moot points because this proposal is just using architecture as a medium to sway political power,” Scavnicky added, with emphasis.Co-op City? The FBF Shelter Complex, otherwise called the Humanitarian Emergency Response and Relief Center at FBF, was established at the South Brooklyn airfield in 2023 for migrant families inside shuttered aircraft hangars. By December 2024, there were at least 850 children living in the complex and attending New York City public schools. The complex was shut down in winter 2025 by New York City Mayor Eric Adams—teachers have since raised grave concerns over displaced migrant family welfare.  Hero Village was rolled out in the months after the Adams administration evacuated the FBF Shelter Complex. Its proposed architecture takes cues from Poundbury, a master planned community in the U.K. “endorsed by King Charles III,” Martz said, but also places closer to home like Cobble Hill, Carroll Gardens, and Brooklyn Heights. The Cumberland Street development near Barclays Center and Gateway Estates in East New York are other precedents Martz pointed to.  A cyberlink rail system would support Hero Village, with a direct connection to the 2/5.The main drag at Hero Village is a north-south thoroughfare lined by the kind of loft buildings you’d see in Soho or the Garment District of Manhattan. A cyberlink rail system would shuttle the main axis, which terminates at a monumental obelisk. This rail line would connect Hero Village denizens to the Flatbush Avenue–Brooklyn Collegesubway stop. The cyberlink rail system itself is inspired by Elon Musk’s Hyperloop and Tesla’s Robovan. In the future, “advanced tunneling technology” could extend the 2 Train down Flatbush Avenue, connecting Hero Village with New York City, Martz posited. Martz drew up the master plan himself in Google Sketchup, he said, which took “over a year.” He then hired a rendering studio for the final graphics. Every street at Hero Village would be named after an NYPD or FDNY officer killed in the line of duty.  “I believe it’s essential to create places that also serve as spaces of reflection and remembrance,” Martz said in regard to the obelisk and the street names. He added: “The idea of an obelisk as the central memorial was inspired by its deep historical significance in American public spaces. One of the earliest examples dates back to Williamsburg, Virginia, where an obelisk was erected to honor those who opposed the Stamp Act of 1765.” Martz finds inspiration from obelisks erected after the 1765 Stamps Act rebellion.“Obelisks are now common markers of solemn remembrance, particularly for fallen service members,” Martz continued. “Hero Village will include several other memorials within park spaces and community centers dedicated to those who have given their lives in service to New York.” To mitigate flooding, Martz alluded to an unlikely example: Co-op City in the Bronx, which was likewise built on marshland. “There is ample precedent for successful residential development in flood-prone areas,” Martz noted. “While Hero Village differs significantly in style, this precedent shows the feasibility of development with proper mitigation measures.” Martz does have misgivings about the comparison, however. “I am strongly opposed to the modernist ‘tower in the park’ planning approach championed by Le Corbusier, which shaped developments like Co-op City,” Martz replied when asked about his philosophy. “While Co-op City successfully provides a large number of affordable housing units, its 1960s-era design reflects a deeply flawed urban planning philosophy. The development suffers from an inefficient use of land, a lack of street-level connectivity, and an absence of human-scale, mixed-use environments.” “By contrast,” Martz continued, “Hero Village would deliver more housing on a smaller footprint through thoughtful design and land use. It emphasizes traditional urbanism with walkable narrow streets, mixed-use buildings, human-scaled architecture, and a transit-oriented layout that supports both residents and the broader community.” The main thoroughfare would terminate at a monumental obelisk.The North Forty Natural Area would be preserved and existing aircraft hangars would become museums and event spaces at Hero Village. Daycare centers, supermarkets, and playgrounds would abound. Martz elaborated Hero Village would incorporate best practices from New York’s East Side Coastal Resiliency Project. This means Hero Village would have a resilient seawall and ample park space which is not only “an aesthetic feature,” Martz said, but also “a core piece of flood protection infrastructure.” A Ruinous Ideology? Today, Martz is actively courting the Trump administration to help make Hero Village happen, but also New York City Councilmembers including Inna Vernikov, and Mayor Adams. He’s written letters to U.S. Housing and Urban DevelopmentSecretary Scott Turner, Interior Secretary Doug Burgum, and NYPD and FDNY union associations. The promotional video for Hero Village congratulates Trump for his “stunning victory.” Floyd Bennett Field is in proximity to Councilmember Vernikov’s South Brooklyn district. Today, Vernikov is a polemic figure—she recently made headlines for showing up to a Brooklyn College protest “with a gun visible in her hip,” but she was later cleared of the “illegal gun charge.” Hero Village has publicly asked for Vernikov’s support on social media. Still, Martz affirmed he thinks Hero Village could garner bipartisan favor. “In March, a joint task force was launched to explore how underutilized federal land can be repurposed to increase housing supply and reduce costs across the country,” Martz added. “Utilizingto provide housing for those who have dedicated their lives to public service is a logical and moral use of the site. It’s a bipartisan solution, one that should unite local, state, and federal officials.” Scavnicky however sees cracks in this logic: “In an attempt to woo Trump, Musk, and their base constituents, it seems almost like just an attempt to get their attention,” he said of the plan. “The proposal does create affordable housing for the working class, yet only members of the working class who serve the crown, err, I mean the state are worthy of purchasing units.” “This X account wants to get retweeted so badly that they are willing to create architecture that betrays the needs of the people,” Scavnicky continued. “But more importantly, it serves as a fine example of an ideology’s inherent class discrimination through reasoning: Why wouldn’t these politicians support this project if it was for everyone instead of just for cops and firefighters?” Hero Village takes inspiration from Brooklyn Heights, Cobble Hill, and other historic neighborhoods.Renderings of Hero Village are similar to another recent proposal for FBF shared last March by Eli Lever, a local real estate developer. Lever’s design calls for much larger proto-Hausmannian courtyard buildings, as opposed to Martz’s brownstones. The Jamaica Bay-Rockaway Parks Conservancyhas also proposed a climate hub for the grounds, a decidedly different use from the housing ideas. When asked about who will be eligible to live in Hero Village, and whether or not it’d be open to teachers and social workers like Co-op City, Martz replied: “These details are still being developed. The proposal has only recently been made public. The current focus is on generating community interest and gathering feedback.” Scavnicky cautions against attempts to look to the past to inform the future. “The need for architecture to uphold some image of an ideal past is a ruinous ideology, as can be seen in any American suburban house with fake storm windows,” Scavnicky elaborated. “This is inefficiency in service of the image—all when we should be looking toward new ways of living rather than romanticizing the past. And it’s not just about aesthetic treatment—the architectural plan of the proposed city is also an exact duplicate of an older world that doesn’t, to me, deserve to be recreated with such monotony.” #meet #hero #village #brooklyn #law
    Meet Hero Village, a Brooklyn Law School student’s grand plan for housing NYPD, FDNY, and EMTs atop Floyd Bennett Field
    www.archpaper.com
    Floyd Bennett Field is a massive piece of federal property in Marine Park, Brooklyn, a floodplain that’s regularly deluged since Hurricane Sandy. Noah Martz, a Brooklyn Law School student, has an idea for how to use it that has Reddit talking. What to do with Floyd Bennett Field (FBF) has long perplexed planners, and the site now finds itself entangled in an online tug of war match between competing architectural ideologies.  “Hero Village” is the name of Martz’s land use proposal for the former airfield. It would bring approximately 20,000 residential units designated for NYPD and FDNY officers, and EMTs to the 1,300-acre plot. The design is “inspired by President Trump’s vision to build beautifully again,” Hero Village’s promotional video states. “Mr. President, it’s time for New York to truly back the blue,” the video concludes.  Martz regularly makes appeals to “MAGA YIMBY” and “neotrad” accounts on X (formerly Twitter) to drum up support for the proposal through the Hero Village NYC X account, which arrives amid other traditional propositions for New York. Penn Station’s revival, for instance, could very well yield a neoclassical design. It’s safe to say trad architects and their sympathizers feel emboldened by this president. “The idea for Hero Village came from witnessing firsthand how increasingly unaffordable New York City has become, especially for those who protect and serve the city,” Martz told AN. “Today, over 52 percent of NYPD officers live outside the five boroughs, largely due to high housing costs. At the same time, the city faces a chronic shortage of new housing construction, especially larger, family-sized units. Hero Village is a response to these problems.” The proposal however hasn’t been without criticism from other very online interlocutors. Traditional loft buildings would line Hero Village’s main thoroughfare, supported by a cyberlink rail system. (Courtesy Hero Village) “In reality, there are much more efficient ways of building density, even if you want to add facade articulation in the unclear ‘historic’ style described in the post,” said AN contributor Ryan Scavnicky, author of Architecture and Videogames: Intersecting Worlds. As a professor at Marywood University, Scavnicky studies internet subcultures and how architectural ideas proliferate on social media. “Critiquing the proposal itself—it’s in a floodplain, its inefficient layout—are moot points because this proposal is just using architecture as a medium to sway political power,” Scavnicky added, with emphasis. (Anti) Co-op City? The FBF Shelter Complex, otherwise called the Humanitarian Emergency Response and Relief Center at FBF, was established at the South Brooklyn airfield in 2023 for migrant families inside shuttered aircraft hangars. By December 2024, there were at least 850 children living in the complex and attending New York City public schools. The complex was shut down in winter 2025 by New York City Mayor Eric Adams—teachers have since raised grave concerns over displaced migrant family welfare.  Hero Village was rolled out in the months after the Adams administration evacuated the FBF Shelter Complex. Its proposed architecture takes cues from Poundbury, a master planned community in the U.K. “endorsed by King Charles III,” Martz said, but also places closer to home like Cobble Hill, Carroll Gardens, and Brooklyn Heights. The Cumberland Street development near Barclays Center and Gateway Estates in East New York are other precedents Martz pointed to.  A cyberlink rail system would support Hero Village, with a direct connection to the 2/5. (Courtesy Hero Village) The main drag at Hero Village is a north-south thoroughfare lined by the kind of loft buildings you’d see in Soho or the Garment District of Manhattan. A cyberlink rail system would shuttle the main axis, which terminates at a monumental obelisk. This rail line would connect Hero Village denizens to the Flatbush Avenue–Brooklyn College (2/5) subway stop. The cyberlink rail system itself is inspired by Elon Musk’s Hyperloop and Tesla’s Robovan. In the future, “advanced tunneling technology” could extend the 2 Train down Flatbush Avenue, connecting Hero Village with New York City, Martz posited. Martz drew up the master plan himself in Google Sketchup, he said, which took “over a year.” He then hired a rendering studio for the final graphics. Every street at Hero Village would be named after an NYPD or FDNY officer killed in the line of duty.  “I believe it’s essential to create places that also serve as spaces of reflection and remembrance,” Martz said in regard to the obelisk and the street names. He added: “The idea of an obelisk as the central memorial was inspired by its deep historical significance in American public spaces. One of the earliest examples dates back to Williamsburg, Virginia, where an obelisk was erected to honor those who opposed the Stamp Act of 1765.” Martz finds inspiration from obelisks erected after the 1765 Stamps Act rebellion. (Boston Public Library/Wikimedia Commons/CC BY 2.0) “Obelisks are now common markers of solemn remembrance, particularly for fallen service members,” Martz continued. “Hero Village will include several other memorials within park spaces and community centers dedicated to those who have given their lives in service to New York.” To mitigate flooding, Martz alluded to an unlikely example: Co-op City in the Bronx, which was likewise built on marshland. “There is ample precedent for successful residential development in flood-prone areas,” Martz noted. “While Hero Village differs significantly in style [from Co-op City], this precedent shows the feasibility of development with proper mitigation measures.” Martz does have misgivings about the comparison, however. “I am strongly opposed to the modernist ‘tower in the park’ planning approach championed by Le Corbusier, which shaped developments like Co-op City,” Martz replied when asked about his philosophy. “While Co-op City successfully provides a large number of affordable housing units, its 1960s-era design reflects a deeply flawed urban planning philosophy. The development suffers from an inefficient use of land, a lack of street-level connectivity, and an absence of human-scale, mixed-use environments.” “By contrast,” Martz continued, “Hero Village would deliver more housing on a smaller footprint through thoughtful design and land use. It emphasizes traditional urbanism with walkable narrow streets, mixed-use buildings, human-scaled architecture, and a transit-oriented layout that supports both residents and the broader community.” The main thoroughfare would terminate at a monumental obelisk. (Courtesy Hero Village) The North Forty Natural Area would be preserved and existing aircraft hangars would become museums and event spaces at Hero Village. Daycare centers, supermarkets, and playgrounds would abound. Martz elaborated Hero Village would incorporate best practices from New York’s East Side Coastal Resiliency Project. This means Hero Village would have a resilient seawall and ample park space which is not only “an aesthetic feature,” Martz said, but also “a core piece of flood protection infrastructure.” A Ruinous Ideology? Today, Martz is actively courting the Trump administration to help make Hero Village happen, but also New York City Councilmembers including Inna Vernikov, and Mayor Adams. He’s written letters to U.S. Housing and Urban Development (HUD) Secretary Scott Turner, Interior Secretary Doug Burgum, and NYPD and FDNY union associations. The promotional video for Hero Village congratulates Trump for his “stunning victory.” Floyd Bennett Field is in proximity to Councilmember Vernikov’s South Brooklyn district. Today, Vernikov is a polemic figure—she recently made headlines for showing up to a Brooklyn College protest “with a gun visible in her hip,” but she was later cleared of the “illegal gun charge.” Hero Village has publicly asked for Vernikov’s support on social media. Still, Martz affirmed he thinks Hero Village could garner bipartisan favor. “In March, a joint task force was launched to explore how underutilized federal land can be repurposed to increase housing supply and reduce costs across the country,” Martz added. “Utilizing [FBF] to provide housing for those who have dedicated their lives to public service is a logical and moral use of the site. It’s a bipartisan solution, one that should unite local, state, and federal officials.” Scavnicky however sees cracks in this logic: “In an attempt to woo Trump, Musk, and their base constituents, it seems almost like just an attempt to get their attention,” he said of the plan. “The proposal does create affordable housing for the working class, yet only members of the working class who serve the crown, err, I mean the state are worthy of purchasing units [sic].” “This X account wants to get retweeted so badly that they are willing to create architecture that betrays the needs of the people,” Scavnicky continued. “But more importantly, it serves as a fine example of an ideology’s inherent class discrimination through reasoning: Why wouldn’t these politicians support this project if it was for everyone instead of just for cops and firefighters?” Hero Village takes inspiration from Brooklyn Heights, Cobble Hill, and other historic neighborhoods. (Courtesy Hero Village) Renderings of Hero Village are similar to another recent proposal for FBF shared last March by Eli Lever, a local real estate developer. Lever’s design calls for much larger proto-Hausmannian courtyard buildings, as opposed to Martz’s brownstones. The Jamaica Bay-Rockaway Parks Conservancy (JBRPC) has also proposed a climate hub for the grounds, a decidedly different use from the housing ideas. When asked about who will be eligible to live in Hero Village, and whether or not it’d be open to teachers and social workers like Co-op City, Martz replied: “These details are still being developed. The proposal has only recently been made public. The current focus is on generating community interest and gathering feedback.” Scavnicky cautions against attempts to look to the past to inform the future. “The need for architecture to uphold some image of an ideal past is a ruinous ideology, as can be seen in any American suburban house with fake storm windows,” Scavnicky elaborated. “This is inefficiency in service of the image—all when we should be looking toward new ways of living rather than romanticizing the past. And it’s not just about aesthetic treatment—the architectural plan of the proposed city is also an exact duplicate of an older world that doesn’t, to me, deserve to be recreated with such monotony.”
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  • Andor – Season 2: Mohen Leo (Production VFX Supervisor), TJ Falls (Production VFX Producer) and Scott Pritchard (ILM VFX Supervisor)

    Interviews

    Andor – Season 2: Mohen Leo, TJ Fallsand Scott PritchardBy Vincent Frei - 22/05/2025

    In 2023, Mohen Leo, TJ Falls, and Scott Pritchardoffered an in-depth look at the visual effects of Andor’s first season. Now, the trio returns to share insights into their work on the second—and final—season of this critically acclaimed series.
    Tony Gilroy is known for his detailed approach to storytelling. Can you talk about how your collaboration with him evolved throughout the production of Andor? How does he influence the VFX decisions and the overall tone of the series?
    Mohen Leo: Our history with Tony, from Rogue One through the first season of Andor, had built a strong foundation of mutual trust. For Season 2, he involved VFX from the earliest story discussions, sharing outlines and inviting our ideas for key sequences. His priority is always to keep the show feeling grounded, ensuring that visual effects serve the story’s core and never become extraneous spectacle that might distract from the narrative.
    TJ Falls: Tony is a master storyteller. As Mohen mentioned, we have a great history with Tony from Rogue One and through Season 1 of Andor. We had a great rapport with Tony, and he had implicit trust in us. We began prepping Season 2 while we were in post for Season 1. We were having ongoing conversations with Tony and Production Designer Luke Hull as we were completing work for S1 and planning out how we would progress into Season 2. We wanted to keep the show grounded and gritty while amping up the action and urgency. Tony had a lot of story to cover in 12 episodes. The time jumps between the story arcs were something we discussed early on, and the need to be able to not only justify the time jumps but also to provide the audience with a visual bridge to tell the stories that happened off-screen.
    Tony would look to us to guide and use our institutional knowledge of Star Wars to help keep him honest within the universe. He, similarly, challenged us to maintain our focus and ensure that the visual tone of the series serviced the story.
    Tony Gilroy and Genevieve O’Reilly on the set of Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo by Des Willie. ©2024 Lucasfilm Ltd. & TM. All Rights Reserved.
    As you’ve returned for Season 2, have there been any significant changes or new challenges compared to the first season? How has the production evolved in terms of VFX and storytelling?: The return of nearly all key creatives from Season 1, both internally and at our VFX vendors, was a massive advantage. This continuity built immediate trust and an efficient shorthand. It made everyone comfortable to be more ambitious, allowing us to significantly expand the scope and complexity of the visual effects for Season 2.: We had all new directors this season. The rest of the core creative and production teams stayed consistent from Season 1. We worked to keep the creative process as seamless from Season 1 as we could while working with the new directors and adapting to their process while incorporating their individual skills and ideas that they brought to the table.
    This season we were able to work on location much more than on Season 1. That provided us with a great opportunity to build out the connective tissue between real world constraints and the virtual world we were creating. In the case with Senate Plaza in Coruscant we also had to stay consistent with what has previously been established, so that was a fun challenge.

    How did you go about dividing the workload between the various VFX studios?: I can give an answer, but probably better if TJ does.: We were very specific about how we divided the work on this series. We started, as we usually do, with a detailed breakdown of work for the 12 episodes. Mohen and I then discussed a logical split based on type of work, specific elements, and areas of commonality for particular environments. While cost is always a consideration, we focused our vendor casting around the creative strengths of the studios we were partnering with on the project.
    ILM is in the DNA of Star Wars, so we knew we’d want to be working with them on some of the most complex work. We chose ILM for the opening TIE Avenger hangar sequence and subsequent escape. We utilized ILM for work in every episode, including the CG KX/K2 work, but their main focus was on Coruscant, and they had substantial work in the ninth episode for the big Senate escape sequence. Hybride‘s chief focus was on Palmo Plaza and the Ghorman environments. They dealt with everything Ghorman on the ground from the street extensions and the truck crash, through the Ghorman massacre, sharing shots with ILM with the KX work. For Scanline VFX, we identified three primary areas of focus: the work on Mina Rau, Chandrila, and Yavin.

    The TIE Fighter sequence in Season 2 is a standout moment. Can you walk us through the VFX process for that particular sequence? What were some of the technical challenges you faced, and how did you work to make it as intense and realistic as possible?: This is a sequence I’m particularly proud of as VFX played a central role in the sequence coming together from start to finish. We were intimately involved from the initial conversations of the idea for the sequence. Mohen created digital storyboards and we pitched ideas for the sequence to Tony Gilroy. Once we had a sense of the creative brief, we started working with Luke Hulland the art department on the physical hangar set and brought it into previz for virtual scouting. With Jen Kitchingwe had a virtual camera set up that allowed us to virtually use the camera and lenses we would have on our shoot. We blocked out shots with Ariel Kleimanand Christophe Nuyens. This went back through previz and techviz so we could meticulously chart out our plan for the shoot.
    Keeping with our ethos of grounding everything in reality, we wanted to use as much of the practical set as possible. We needed to be sure our handoffs between physical and virtual were seamless – Luke Murphy, our SFX Supervisor, worked closely with us in planning elements and practical effects to be used on the day. Over the course of the shoot, we also had the challenge of the flashing red alarm that goes off once the TIE Avenger crashes into the ceiling. We established the look of the red alarm with Christophe and the lighting team, and then needed to work out the timing. For that, we collaborated with editor John Gilroy to ensure we knew precisely when each alarm beat would flash. Once we had all the pieces, we turned the sequence over to Scott Pritchard and ILM to execute the work.

    Scott Pritchard: This sequence was split between our London and Vancouver studios, with London taking everything inside the hangar, and Vancouver handling the exterior shots after Cassian blasts through the hangar door. We started from a strong foundation thanks to two factors: the amazing hangar set and TIE Avenger prop; and having full sequence previs. The hangar set was built about 2/3 of its overall length, which our environments team extended, adding the hangar doors at the end and also a view to the exterior environment. Extending the hangar was most of the work in the sequence up until the TIE starts moving, where we switched to our CG TIE. As with Season 1, we used a blend of physical SFX work for the pyro effects, augmenting with CG sparks. As TJ mentioned, the hangar’s red warning lighting was a challenge as it had to pulse in a regular tempo throughout the edit. Only the close-up shots of Cassian in the cockpit had practical red lighting, so complex lighting and comp work were required to achieve a consistent look throughout the sequence. ILM London’s compositing supervisor, Claudio Bassi, pitched the idea that as the TIE hit various sections of the ceiling, it would knock out the ceiling lights, progressively darkening the hangar. It was a great motif that helped heighten the tension as we get towards the moment where Cassian faces the range trooper.
    Once we cut to outside the hangar, ILM Vancouver took the reins. The exterior weather conditions were briefed to us as ‘polar night’ – it’s never entirely dark, instead there’s a consistent low-level ambient light. This was a challenge as we had to consider the overall tonal range of each shot and make sure there was enough contrast to guide the viewer’s eye to where it needed to be, not just on individual shots but looking at eye-trace as one shot cut to another. A key moment is when Cassian fires rockets into an ice arch, leading to its collapse. The ice could very easily look like rock, so we needed to see the light from the rocket’s explosions scattered inside the ice. It required detailed work in both lighting and comp to get to the right look. Again, as the ice arch starts to collapse and the two chase TIE Advanced ships get taken out, it needed careful balancing work to make sure viewers could read the situation and the action in each shot.
    The world-building in Andor is impressive, especially with iconic locations like Coruscant and Yavin. How did you approach creating these environments and ensuring they felt as authentic as possible to the Star Wars universe?: Our approach to world-building in Andor relied on a close collaboration between the VFX team and Luke Hull, the production designer, along with his art department. This partnership was established in Season 1 and continued for Season 2. Having worked on many Star Wars projects over the decades, VFX was often able to provide inspiration and references for art department designs.
    For example, for locations like Yavin and Coruscant, VFX provided the art department with existing 3D assets: the Yavin temple model from Rogue One and the Coruscant city layout around the Senate from the Prequel films. The Coruscant model, in particular, involved some ‘digital archaeology.’ The data was stored on tapes from around 2001 and consisted of NURBS models in an older Softimage file format. To make them usable, we had to acquire old Softimage 2010 and XSI licenses, install them on a Windows 7 PC, and then convert the data to the FBX format that current software can read.
    Supplying these original layouts to the art department enabled them to create their new designs and integrate our real-world shooting locations while maintaining consistency with the worlds seen in previous Star Wars productions. Given that Andor is set approximately twenty years after the Prequels, we also had the opportunity to update and adjust layouts and designs to reflect that time difference and realize the specific creative vision Luke Hull and Tony Gilroy had for the show.

    StageCraft technology is a huge part of the production. How did you use it to bring these complex environments, like Coruscant and Yavin, to life? What are the main benefits and limitations of using StageCraft for these settings?: Our use of StageCraft for Season 2 was similar to that on Season 1. We used it to create the exterior views through the windows of the Safehouse on Coruscant. As with our work for the Chandrillan Embassy in Season 1, we created four different times of day/weather conditions. One key difference was that the foreground buildings were much closer to the Safehouse, so we devised three projection points, which would ensure that the perspective of the exterior was correct for each room. On set we retained a large amount of flexibility with our content. We had our own video feed from the unit cameras, and we were able to selectively isolate and grade sections of the city based on their view through the camera. Working in context like this meant that we could make any final tweaks while each shot was being set up and rehearsed.
    While we were shooting a scene set at night, the lighting team rigged a series of lights running above the windows that, when triggered, would flash in sequence, casting a moving light along the floor and walls of the set, as if from a moving car above. I thought we could use the LED wall to do something similar from below, catching highlights on the metal pipework that ran across the ceiling. During a break in shooting, I hatched a plan with colour operator Melissa Goddard, brain bar supervisor Ben Brown, and we came up with a moving rectangular section on the LED wall which matched the practical lights for speed, intensity and colour temperature. We set up two buttons on our iPad to trigger the ‘light’ to move in either direction. We demoed the idea to the DP after lunch, who loved it, and so when it came to shoot, he could either call from a car above from the practical lights, or a car below from the LEDs.: Just to clarify – the Coruscant Safehouse set was the only application of Stagecraft LED screens in Season 2. All other Coruscant scenes relied on urban location photography or stage sets with traditional blue screen extensions.
    The various Yavin locations were achieved primarily with large backlot sets at Longcross Studios. A huge set of the airfield, temple entrance and partial temple interior was extended by Scanline VFX, led by Sue Rowe, in post, creating the iconic temple exterior from A New Hope. VFX also added flying and parked spaceships, and augmented the surrounding forest to feel more tropical.

    Andor blends CG with actual real-world locations. Can you share how you balanced these two elements, especially when creating large-scale environments or specific landscapes that felt grounded in reality?: A great example of this is the environment around the Senate. The plates for this were shot in the City of Arts & Sciences in Valencia. Blending the distinctive Calatrava architecture with well-known Star Wars buildings like the Senate was an amazing challenge, it wasn’t immediately clear how the two could sit alongside each other. Our Vancouver team, led by Tania Richard, did an incredible job taking motifs and details from the Valencia buildings and incorporating them into the Senate building on both large and small scales, but still contiguous with the overall Senate design. The production team was ingenious in how they used each of the Valencia buildings to represent many locations around the Senate and the surrounding areas. For example, the Science Museum was used for the walkway where Cassian shoots Kloris, the main entrance to the Senate, and the interior of the Senate Atrium. It was a major challenge ensuring that all those locations were represented across the larger environment, so viewers understood the geography of the scene, but also blended with the design language of their immediate surroundings.
    Everything in the Senate Plaza had a purpose. When laying out the overall layout of the Plaza, we considered aspects such as how far Senators would realistically walk from their transports to the Senate entrance. When extending the Plaza beyond the extents of the City of Arts & Sciences, we used Calatrava architecture from elsewhere. The bridge just in front of the Senatorial Office Building is based on a Calatrava-designed bridge in my home city of Dublin. As we reach the furthest extents of the Senate Plaza, we begin blending in more traditional Coruscant architecture so as to soften the transition to the far background.

    Coruscant is such a pivotal location in Star Wars. How did you approach creating such a vast, densely populated urban environment? What were the key visual cues that made it feel alive and realistic?: Our approach to Coruscant in Season 2 built upon what we established in the first season: primarily, shooting in real-world city locations whenever feasible. The stunning Calatrava architecture at Valencia’s City of Arts and Sciences, for instance, served as the foundation for the Senate exterior and other affluent districts. For the city’s grittier neighborhoods, we filmed in urban environments in London, like the Barbican and areas around Twickenham Stadium.
    Filming in these actual city locations provided a strong, realistic basis for the cinematography, lighting, and overall mood of each environment. This remained true even when VFX later modified large portions of the frame with Star Wars architecture. This methodology gave the director and DP confidence on set that their vision would carry through to the final shot. Our art department and VFX concept artists then created numerous paintovers based on plates and location photography, offering clear visual guides for transforming each real location into its Coruscant counterpart during post-production. For the broader cityscapes, we took direct inspiration from 3D street maps of cities such as Tokyo, New York, and Hong Kong. We would exaggerate the scale and replace existing buildings with our Coruscant designs while preserving the fundamental urban patterns.

    When it comes to creating environments like Yavin, which has a very natural, jungle-like aesthetic, how do you ensure the VFX stays true to the organic feel of the location while still maintaining the science-fiction elements of Star Wars?: Nearly all of the Yavin jungle scenes were shot in a large wooded area that is part of Longcross Studios. The greens and art departments did an amazing job augmenting the natural forest with tropical plants and vines. The scenes featuring the two rebel factions in the clearing were captured almost entirely in-camera, with VFX primarily adding blaster fire, augmenting the crashed ship, and painting out equipment. Only the shots of the TIE Avenger landing and taking off, as well as the giant creature snatching the two rebels, featured significant CG elements. The key elements connecting these practical locations back to the Yavin established in A New Hope and Rogue One were the iconic temples. The establishing shots approaching the main temple in episode 7 utilized plate photography from South America, which had been shot for another Disney project but ultimately not used. Other aerial shots, such as the U-Wing flying above the jungle in episode 12, were fully computer-generated by ILM.
    K-2SO is a beloved character, and his return is highly anticipated. What can you tell us about the process of bringing him back to life with VFX in Season 2? What new challenges did this bring compared to his original appearance?: We had already updated a regular KX droid for the scene on Niamos in Season 1, so much of the work to update the asset to the latest pipeline requirements had already been done. We now needed to switch over to the textures & shaders specific to K2, and give them the same updates. Unique to Series 2 was that there were a number of scenes involving both a practical and a digital K2 – when he gets crushed on Ghorman in episode 8, and then ‘rebooted’ on Yavin in episode 9. The practical props were a lot more beaten up than our hero asset, so we made bespoke variants to match the practical droid in each sequence. Additionally, for the reboot sequence on Yavin, we realised pretty quickly that the extreme movements meant that we were seeing into areas that previously had not required much detail – for instance, underneath his shoulder armour. We came up with a shoulder joint design that allowed for the required movement while also staying mechanically correct. When we next see him in Episode 10, a year has passed, and he is now the K-2SO as we know him from Rogue One.

    K-2SO has a unique design, particularly in his facial expressions and movement. How did you approach animating him for Season 2, and were there any specific changes or updates made to his character model or animation?: Following Rogue One, Mohen made detailed records of the takeaways learned from creating K-2SO, and he kindly shared these notes with us early on in the show. They were incredibly helpful in tuning the fine details of the animation. Our animation team, led by Mathieu Vig, did a superb job of identifying the nuances of Alan’s performance and making sure they came across. There were plenty of pitfalls to avoid – for instance, the curve to his upper back meant that it was very easy for his neck to look hyperextended. We also had to be very careful with his eyes, as they’re sources of light, they could very easily look cartoonish if they moved around too much. Dialling in just the right amount of eye movement was crucial to a good performance.
    As the eyes also had several separate emissive and reflective components, they required delicate balancing in the comp on a per-shot basis. Luckily, we had great reference from Rogue One to be able to dial in the eyes to suit both the lighting of a shot but also its performance details. One Rogue One shot in particular, where he says ‘Your behavior, Jyn Erso, is continually unexpected’, was a particularly good reference for how we could balance the lights in his eyes to, in effect, enlarge his pupils, and give him a softer expression.
    K-2SO also represented my first opportunity to work with ILM’s new studio in Mumbai. Amongst other shots, they took on the ‘hallway fight’ sequence in Episode 12 where K2 dispatches Heert and his troopers, and they did a fantastic job from animation right through to final comp.
    K-2SO’s interactions with the live-action actors are key to his character. How did you work with the actors to ensure his presence felt as real and integrated as possible on screen, especially in terms of timing and reactions?: Alan Tudyk truly defined K-2SO in Rogue One, so his return for Andor Season 2 was absolutely critical to us. He was on set for every one of K2’s shots, performing on stilts and in a performance capture suit. This approach was vital because it gave Alan complete ownership of the character’s physical performance and, crucially, allowed for spontaneous, genuine interactions with the other actors, particularly Diego Luna. Witnessing Alan and Diego reunite on camera was fantastic; that unique chemistry and humor we loved in Rogue One was instantly palpable.
    In post-production, our VFX animators then meticulously translated every nuance of Alan’s on-set performance to the digital K-2SO model. It’s a detailed process that still requires artistic expertise. For instance, K2’s facial structure is largely static, so direct translation of Alan’s facial expressions isn’t always possible. In these cases, our animators found creative solutions – translating a specific facial cue from Alan into a subtle head tilt or a particular eye movement for K2, always ensuring the final animation remained true to the intent and spirit of Alan’s original performance.

    Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint?: The Plaza sequence in episode 8, which runs for about 23 minutes, stands out as particularly memorable – both for its challenges and its rewarding outcome. Just preparing for it was a daunting task. Its successful execution hinged on incredibly tight collaboration between numerous departments: stunts, creature effects, special effects, the camera department, our tireless greenscreens crew, and of course, VFX. The stunts team, under Marc Mailley, drove the choreography of all the action.
    Our On-Set VFX Supervisor, Marcus Dryden, was instrumental. He worked hand-in-glove with the director, DP, and assistant directors to ensure we meticulously captured all the necessary elements. This included everything from crowd replication plates and practical effects elements to the performances of stunt teams and creature actors, plus all the crucial on-set data. The shoot for this sequence alone took over three weeks.
    Hybride, under the leadership of Joseph Kasparian and Olivier Beaulieu, then completed the environments, added the blaster fire, and augmented the special effects in post-production, with ILM contributing the KX droids that wreak havoc in the plaza.: I agree with Mohen here, for me the Ghorman Plaza episode is the most rewarding to have worked on. It required us to weave our work into that of so many other departments – stunts, sfx, costume – to name just a few. When we received the plates, to see the quality of the work that had gone into the photography alone was inspirational for me and the ILM crew. It’s gratifying to be part of a team where you know that everyone involved is on top of their game. And of course all that is underpinned by writing of that calibre from Tony Gilroy and his team – it just draws everything together.
    From a pure design viewpoint, I’m also very proud of the work that Tania Richard and her ILM Vancouver crew did for the Senate shots. As I mentioned before, it was a hugely challenging environment not just logistically, but also in bringing together two very distinctive architectural languages, and they made them work in tandem beautifully.

    Looking back on the project, what aspects of the visual effects are you most proud of?: I’m incredibly proud of this entire season. The seamless collaboration we had between Visual Effects and every other department made the work, while challenging, an absolute joy to execute. Almost all of the department heads returned from the first season, which provided a shorthand shortcut as we started the show with implicit trust and understanding of what we were looking to achieve.
    The work is beautiful, and the commitment of our crew and vendors has been unwavering. I’m most proud of the effort and care that each individual person contributed to the show and the fact that we went into the project with a common goal and were, as a team, able to showcase the vision that we, and Tony, had for the series.: I’m really proud of the deep integration of the visual effects – not just visually, but fundamentally within the filmmaking process and storytelling. Tony invited VFX to be a key participant in shaping the story, from early story drafts through to the final color grade. Despite the scale and spectacle of many sequences, the VFX always feel purposeful, supporting the narrative and characters rather than distracting from them.
    This was significantly bolstered by the return of a large number of key creatives from Season 1, both within the production and at our VFX vendors. That shared experience and established understanding of Tony’s vision for Andor were invaluable in making the VFX an organic part of the show.: I could not be prouder of the entire ILM team for everything they brought to their work on the show. Working across three sites, Andor was a truly global effort, and I particularly enjoyed how each site took complete ownership of their work. It was a privilege working with all of them and contributing to such an exceptional series.

    VFX progression frame Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo courtesy of Lucasfilm. ©2025 Lucasfilm Ltd. & TM. All Rights Reserved.
    How long have you worked on this show?: This show has been an unbelievable journey. Season 2 alone was nearly 3 years. We wrapped Season 2 in January of 2025. We started prepping Season 2 in February 2022, while we were still in post for Season 1.
    I officially started working on Season 1 early in 2019 while it was still being developed. So that’s 6 years of time working on Andor. Mohen and I both also worked on Rogue One, so if you factor in the movie, which was shooting in 2015, that’s nearly ten years of work within this part of the Star Wars universe.: I started on the project during early development in the summer of 2019 and finished in December of 2024.: I started on Season 1 in September 2020 and finished up on Season 2 in December 2024.
    What’s the VFX shots count?: We had a grand total of 4,124 shots over the course of our 12 episodes. Outside of Industrial Light & Magic, which oversaw the show, we also partnered with Hybride, Scanline, Soho VFX, and Midas VFX.
    What is your next project?: You’ll have to wait and see!: Unfortunately, I can’t say just yet either!
    A big thanks for your time.
    WANT TO KNOW MORE?ILM: Dedicated page about Andor – Season 2 on ILM website.
    © Vincent Frei – The Art of VFX – 2025
    #andor #season #mohen #leo #production
    Andor – Season 2: Mohen Leo (Production VFX Supervisor), TJ Falls (Production VFX Producer) and Scott Pritchard (ILM VFX Supervisor)
    Interviews Andor – Season 2: Mohen Leo, TJ Fallsand Scott PritchardBy Vincent Frei - 22/05/2025 In 2023, Mohen Leo, TJ Falls, and Scott Pritchardoffered an in-depth look at the visual effects of Andor’s first season. Now, the trio returns to share insights into their work on the second—and final—season of this critically acclaimed series. Tony Gilroy is known for his detailed approach to storytelling. Can you talk about how your collaboration with him evolved throughout the production of Andor? How does he influence the VFX decisions and the overall tone of the series? Mohen Leo: Our history with Tony, from Rogue One through the first season of Andor, had built a strong foundation of mutual trust. For Season 2, he involved VFX from the earliest story discussions, sharing outlines and inviting our ideas for key sequences. His priority is always to keep the show feeling grounded, ensuring that visual effects serve the story’s core and never become extraneous spectacle that might distract from the narrative. TJ Falls: Tony is a master storyteller. As Mohen mentioned, we have a great history with Tony from Rogue One and through Season 1 of Andor. We had a great rapport with Tony, and he had implicit trust in us. We began prepping Season 2 while we were in post for Season 1. We were having ongoing conversations with Tony and Production Designer Luke Hull as we were completing work for S1 and planning out how we would progress into Season 2. We wanted to keep the show grounded and gritty while amping up the action and urgency. Tony had a lot of story to cover in 12 episodes. The time jumps between the story arcs were something we discussed early on, and the need to be able to not only justify the time jumps but also to provide the audience with a visual bridge to tell the stories that happened off-screen. Tony would look to us to guide and use our institutional knowledge of Star Wars to help keep him honest within the universe. He, similarly, challenged us to maintain our focus and ensure that the visual tone of the series serviced the story. Tony Gilroy and Genevieve O’Reilly on the set of Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo by Des Willie. ©2024 Lucasfilm Ltd. & TM. All Rights Reserved. As you’ve returned for Season 2, have there been any significant changes or new challenges compared to the first season? How has the production evolved in terms of VFX and storytelling?: The return of nearly all key creatives from Season 1, both internally and at our VFX vendors, was a massive advantage. This continuity built immediate trust and an efficient shorthand. It made everyone comfortable to be more ambitious, allowing us to significantly expand the scope and complexity of the visual effects for Season 2.: We had all new directors this season. The rest of the core creative and production teams stayed consistent from Season 1. We worked to keep the creative process as seamless from Season 1 as we could while working with the new directors and adapting to their process while incorporating their individual skills and ideas that they brought to the table. This season we were able to work on location much more than on Season 1. That provided us with a great opportunity to build out the connective tissue between real world constraints and the virtual world we were creating. In the case with Senate Plaza in Coruscant we also had to stay consistent with what has previously been established, so that was a fun challenge. How did you go about dividing the workload between the various VFX studios?: I can give an answer, but probably better if TJ does.: We were very specific about how we divided the work on this series. We started, as we usually do, with a detailed breakdown of work for the 12 episodes. Mohen and I then discussed a logical split based on type of work, specific elements, and areas of commonality for particular environments. While cost is always a consideration, we focused our vendor casting around the creative strengths of the studios we were partnering with on the project. ILM is in the DNA of Star Wars, so we knew we’d want to be working with them on some of the most complex work. We chose ILM for the opening TIE Avenger hangar sequence and subsequent escape. We utilized ILM for work in every episode, including the CG KX/K2 work, but their main focus was on Coruscant, and they had substantial work in the ninth episode for the big Senate escape sequence. Hybride‘s chief focus was on Palmo Plaza and the Ghorman environments. They dealt with everything Ghorman on the ground from the street extensions and the truck crash, through the Ghorman massacre, sharing shots with ILM with the KX work. For Scanline VFX, we identified three primary areas of focus: the work on Mina Rau, Chandrila, and Yavin. The TIE Fighter sequence in Season 2 is a standout moment. Can you walk us through the VFX process for that particular sequence? What were some of the technical challenges you faced, and how did you work to make it as intense and realistic as possible?: This is a sequence I’m particularly proud of as VFX played a central role in the sequence coming together from start to finish. We were intimately involved from the initial conversations of the idea for the sequence. Mohen created digital storyboards and we pitched ideas for the sequence to Tony Gilroy. Once we had a sense of the creative brief, we started working with Luke Hulland the art department on the physical hangar set and brought it into previz for virtual scouting. With Jen Kitchingwe had a virtual camera set up that allowed us to virtually use the camera and lenses we would have on our shoot. We blocked out shots with Ariel Kleimanand Christophe Nuyens. This went back through previz and techviz so we could meticulously chart out our plan for the shoot. Keeping with our ethos of grounding everything in reality, we wanted to use as much of the practical set as possible. We needed to be sure our handoffs between physical and virtual were seamless – Luke Murphy, our SFX Supervisor, worked closely with us in planning elements and practical effects to be used on the day. Over the course of the shoot, we also had the challenge of the flashing red alarm that goes off once the TIE Avenger crashes into the ceiling. We established the look of the red alarm with Christophe and the lighting team, and then needed to work out the timing. For that, we collaborated with editor John Gilroy to ensure we knew precisely when each alarm beat would flash. Once we had all the pieces, we turned the sequence over to Scott Pritchard and ILM to execute the work. Scott Pritchard: This sequence was split between our London and Vancouver studios, with London taking everything inside the hangar, and Vancouver handling the exterior shots after Cassian blasts through the hangar door. We started from a strong foundation thanks to two factors: the amazing hangar set and TIE Avenger prop; and having full sequence previs. The hangar set was built about 2/3 of its overall length, which our environments team extended, adding the hangar doors at the end and also a view to the exterior environment. Extending the hangar was most of the work in the sequence up until the TIE starts moving, where we switched to our CG TIE. As with Season 1, we used a blend of physical SFX work for the pyro effects, augmenting with CG sparks. As TJ mentioned, the hangar’s red warning lighting was a challenge as it had to pulse in a regular tempo throughout the edit. Only the close-up shots of Cassian in the cockpit had practical red lighting, so complex lighting and comp work were required to achieve a consistent look throughout the sequence. ILM London’s compositing supervisor, Claudio Bassi, pitched the idea that as the TIE hit various sections of the ceiling, it would knock out the ceiling lights, progressively darkening the hangar. It was a great motif that helped heighten the tension as we get towards the moment where Cassian faces the range trooper. Once we cut to outside the hangar, ILM Vancouver took the reins. The exterior weather conditions were briefed to us as ‘polar night’ – it’s never entirely dark, instead there’s a consistent low-level ambient light. This was a challenge as we had to consider the overall tonal range of each shot and make sure there was enough contrast to guide the viewer’s eye to where it needed to be, not just on individual shots but looking at eye-trace as one shot cut to another. A key moment is when Cassian fires rockets into an ice arch, leading to its collapse. The ice could very easily look like rock, so we needed to see the light from the rocket’s explosions scattered inside the ice. It required detailed work in both lighting and comp to get to the right look. Again, as the ice arch starts to collapse and the two chase TIE Advanced ships get taken out, it needed careful balancing work to make sure viewers could read the situation and the action in each shot. The world-building in Andor is impressive, especially with iconic locations like Coruscant and Yavin. How did you approach creating these environments and ensuring they felt as authentic as possible to the Star Wars universe?: Our approach to world-building in Andor relied on a close collaboration between the VFX team and Luke Hull, the production designer, along with his art department. This partnership was established in Season 1 and continued for Season 2. Having worked on many Star Wars projects over the decades, VFX was often able to provide inspiration and references for art department designs. For example, for locations like Yavin and Coruscant, VFX provided the art department with existing 3D assets: the Yavin temple model from Rogue One and the Coruscant city layout around the Senate from the Prequel films. The Coruscant model, in particular, involved some ‘digital archaeology.’ The data was stored on tapes from around 2001 and consisted of NURBS models in an older Softimage file format. To make them usable, we had to acquire old Softimage 2010 and XSI licenses, install them on a Windows 7 PC, and then convert the data to the FBX format that current software can read. Supplying these original layouts to the art department enabled them to create their new designs and integrate our real-world shooting locations while maintaining consistency with the worlds seen in previous Star Wars productions. Given that Andor is set approximately twenty years after the Prequels, we also had the opportunity to update and adjust layouts and designs to reflect that time difference and realize the specific creative vision Luke Hull and Tony Gilroy had for the show. StageCraft technology is a huge part of the production. How did you use it to bring these complex environments, like Coruscant and Yavin, to life? What are the main benefits and limitations of using StageCraft for these settings?: Our use of StageCraft for Season 2 was similar to that on Season 1. We used it to create the exterior views through the windows of the Safehouse on Coruscant. As with our work for the Chandrillan Embassy in Season 1, we created four different times of day/weather conditions. One key difference was that the foreground buildings were much closer to the Safehouse, so we devised three projection points, which would ensure that the perspective of the exterior was correct for each room. On set we retained a large amount of flexibility with our content. We had our own video feed from the unit cameras, and we were able to selectively isolate and grade sections of the city based on their view through the camera. Working in context like this meant that we could make any final tweaks while each shot was being set up and rehearsed. While we were shooting a scene set at night, the lighting team rigged a series of lights running above the windows that, when triggered, would flash in sequence, casting a moving light along the floor and walls of the set, as if from a moving car above. I thought we could use the LED wall to do something similar from below, catching highlights on the metal pipework that ran across the ceiling. During a break in shooting, I hatched a plan with colour operator Melissa Goddard, brain bar supervisor Ben Brown, and we came up with a moving rectangular section on the LED wall which matched the practical lights for speed, intensity and colour temperature. We set up two buttons on our iPad to trigger the ‘light’ to move in either direction. We demoed the idea to the DP after lunch, who loved it, and so when it came to shoot, he could either call from a car above from the practical lights, or a car below from the LEDs.: Just to clarify – the Coruscant Safehouse set was the only application of Stagecraft LED screens in Season 2. All other Coruscant scenes relied on urban location photography or stage sets with traditional blue screen extensions. The various Yavin locations were achieved primarily with large backlot sets at Longcross Studios. A huge set of the airfield, temple entrance and partial temple interior was extended by Scanline VFX, led by Sue Rowe, in post, creating the iconic temple exterior from A New Hope. VFX also added flying and parked spaceships, and augmented the surrounding forest to feel more tropical. Andor blends CG with actual real-world locations. Can you share how you balanced these two elements, especially when creating large-scale environments or specific landscapes that felt grounded in reality?: A great example of this is the environment around the Senate. The plates for this were shot in the City of Arts & Sciences in Valencia. Blending the distinctive Calatrava architecture with well-known Star Wars buildings like the Senate was an amazing challenge, it wasn’t immediately clear how the two could sit alongside each other. Our Vancouver team, led by Tania Richard, did an incredible job taking motifs and details from the Valencia buildings and incorporating them into the Senate building on both large and small scales, but still contiguous with the overall Senate design. The production team was ingenious in how they used each of the Valencia buildings to represent many locations around the Senate and the surrounding areas. For example, the Science Museum was used for the walkway where Cassian shoots Kloris, the main entrance to the Senate, and the interior of the Senate Atrium. It was a major challenge ensuring that all those locations were represented across the larger environment, so viewers understood the geography of the scene, but also blended with the design language of their immediate surroundings. Everything in the Senate Plaza had a purpose. When laying out the overall layout of the Plaza, we considered aspects such as how far Senators would realistically walk from their transports to the Senate entrance. When extending the Plaza beyond the extents of the City of Arts & Sciences, we used Calatrava architecture from elsewhere. The bridge just in front of the Senatorial Office Building is based on a Calatrava-designed bridge in my home city of Dublin. As we reach the furthest extents of the Senate Plaza, we begin blending in more traditional Coruscant architecture so as to soften the transition to the far background. Coruscant is such a pivotal location in Star Wars. How did you approach creating such a vast, densely populated urban environment? What were the key visual cues that made it feel alive and realistic?: Our approach to Coruscant in Season 2 built upon what we established in the first season: primarily, shooting in real-world city locations whenever feasible. The stunning Calatrava architecture at Valencia’s City of Arts and Sciences, for instance, served as the foundation for the Senate exterior and other affluent districts. For the city’s grittier neighborhoods, we filmed in urban environments in London, like the Barbican and areas around Twickenham Stadium. Filming in these actual city locations provided a strong, realistic basis for the cinematography, lighting, and overall mood of each environment. This remained true even when VFX later modified large portions of the frame with Star Wars architecture. This methodology gave the director and DP confidence on set that their vision would carry through to the final shot. Our art department and VFX concept artists then created numerous paintovers based on plates and location photography, offering clear visual guides for transforming each real location into its Coruscant counterpart during post-production. For the broader cityscapes, we took direct inspiration from 3D street maps of cities such as Tokyo, New York, and Hong Kong. We would exaggerate the scale and replace existing buildings with our Coruscant designs while preserving the fundamental urban patterns. When it comes to creating environments like Yavin, which has a very natural, jungle-like aesthetic, how do you ensure the VFX stays true to the organic feel of the location while still maintaining the science-fiction elements of Star Wars?: Nearly all of the Yavin jungle scenes were shot in a large wooded area that is part of Longcross Studios. The greens and art departments did an amazing job augmenting the natural forest with tropical plants and vines. The scenes featuring the two rebel factions in the clearing were captured almost entirely in-camera, with VFX primarily adding blaster fire, augmenting the crashed ship, and painting out equipment. Only the shots of the TIE Avenger landing and taking off, as well as the giant creature snatching the two rebels, featured significant CG elements. The key elements connecting these practical locations back to the Yavin established in A New Hope and Rogue One were the iconic temples. The establishing shots approaching the main temple in episode 7 utilized plate photography from South America, which had been shot for another Disney project but ultimately not used. Other aerial shots, such as the U-Wing flying above the jungle in episode 12, were fully computer-generated by ILM. K-2SO is a beloved character, and his return is highly anticipated. What can you tell us about the process of bringing him back to life with VFX in Season 2? What new challenges did this bring compared to his original appearance?: We had already updated a regular KX droid for the scene on Niamos in Season 1, so much of the work to update the asset to the latest pipeline requirements had already been done. We now needed to switch over to the textures & shaders specific to K2, and give them the same updates. Unique to Series 2 was that there were a number of scenes involving both a practical and a digital K2 – when he gets crushed on Ghorman in episode 8, and then ‘rebooted’ on Yavin in episode 9. The practical props were a lot more beaten up than our hero asset, so we made bespoke variants to match the practical droid in each sequence. Additionally, for the reboot sequence on Yavin, we realised pretty quickly that the extreme movements meant that we were seeing into areas that previously had not required much detail – for instance, underneath his shoulder armour. We came up with a shoulder joint design that allowed for the required movement while also staying mechanically correct. When we next see him in Episode 10, a year has passed, and he is now the K-2SO as we know him from Rogue One. K-2SO has a unique design, particularly in his facial expressions and movement. How did you approach animating him for Season 2, and were there any specific changes or updates made to his character model or animation?: Following Rogue One, Mohen made detailed records of the takeaways learned from creating K-2SO, and he kindly shared these notes with us early on in the show. They were incredibly helpful in tuning the fine details of the animation. Our animation team, led by Mathieu Vig, did a superb job of identifying the nuances of Alan’s performance and making sure they came across. There were plenty of pitfalls to avoid – for instance, the curve to his upper back meant that it was very easy for his neck to look hyperextended. We also had to be very careful with his eyes, as they’re sources of light, they could very easily look cartoonish if they moved around too much. Dialling in just the right amount of eye movement was crucial to a good performance. As the eyes also had several separate emissive and reflective components, they required delicate balancing in the comp on a per-shot basis. Luckily, we had great reference from Rogue One to be able to dial in the eyes to suit both the lighting of a shot but also its performance details. One Rogue One shot in particular, where he says ‘Your behavior, Jyn Erso, is continually unexpected’, was a particularly good reference for how we could balance the lights in his eyes to, in effect, enlarge his pupils, and give him a softer expression. K-2SO also represented my first opportunity to work with ILM’s new studio in Mumbai. Amongst other shots, they took on the ‘hallway fight’ sequence in Episode 12 where K2 dispatches Heert and his troopers, and they did a fantastic job from animation right through to final comp. K-2SO’s interactions with the live-action actors are key to his character. How did you work with the actors to ensure his presence felt as real and integrated as possible on screen, especially in terms of timing and reactions?: Alan Tudyk truly defined K-2SO in Rogue One, so his return for Andor Season 2 was absolutely critical to us. He was on set for every one of K2’s shots, performing on stilts and in a performance capture suit. This approach was vital because it gave Alan complete ownership of the character’s physical performance and, crucially, allowed for spontaneous, genuine interactions with the other actors, particularly Diego Luna. Witnessing Alan and Diego reunite on camera was fantastic; that unique chemistry and humor we loved in Rogue One was instantly palpable. In post-production, our VFX animators then meticulously translated every nuance of Alan’s on-set performance to the digital K-2SO model. It’s a detailed process that still requires artistic expertise. For instance, K2’s facial structure is largely static, so direct translation of Alan’s facial expressions isn’t always possible. In these cases, our animators found creative solutions – translating a specific facial cue from Alan into a subtle head tilt or a particular eye movement for K2, always ensuring the final animation remained true to the intent and spirit of Alan’s original performance. Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint?: The Plaza sequence in episode 8, which runs for about 23 minutes, stands out as particularly memorable – both for its challenges and its rewarding outcome. Just preparing for it was a daunting task. Its successful execution hinged on incredibly tight collaboration between numerous departments: stunts, creature effects, special effects, the camera department, our tireless greenscreens crew, and of course, VFX. The stunts team, under Marc Mailley, drove the choreography of all the action. Our On-Set VFX Supervisor, Marcus Dryden, was instrumental. He worked hand-in-glove with the director, DP, and assistant directors to ensure we meticulously captured all the necessary elements. This included everything from crowd replication plates and practical effects elements to the performances of stunt teams and creature actors, plus all the crucial on-set data. The shoot for this sequence alone took over three weeks. Hybride, under the leadership of Joseph Kasparian and Olivier Beaulieu, then completed the environments, added the blaster fire, and augmented the special effects in post-production, with ILM contributing the KX droids that wreak havoc in the plaza.: I agree with Mohen here, for me the Ghorman Plaza episode is the most rewarding to have worked on. It required us to weave our work into that of so many other departments – stunts, sfx, costume – to name just a few. When we received the plates, to see the quality of the work that had gone into the photography alone was inspirational for me and the ILM crew. It’s gratifying to be part of a team where you know that everyone involved is on top of their game. And of course all that is underpinned by writing of that calibre from Tony Gilroy and his team – it just draws everything together. From a pure design viewpoint, I’m also very proud of the work that Tania Richard and her ILM Vancouver crew did for the Senate shots. As I mentioned before, it was a hugely challenging environment not just logistically, but also in bringing together two very distinctive architectural languages, and they made them work in tandem beautifully. Looking back on the project, what aspects of the visual effects are you most proud of?: I’m incredibly proud of this entire season. The seamless collaboration we had between Visual Effects and every other department made the work, while challenging, an absolute joy to execute. Almost all of the department heads returned from the first season, which provided a shorthand shortcut as we started the show with implicit trust and understanding of what we were looking to achieve. The work is beautiful, and the commitment of our crew and vendors has been unwavering. I’m most proud of the effort and care that each individual person contributed to the show and the fact that we went into the project with a common goal and were, as a team, able to showcase the vision that we, and Tony, had for the series.: I’m really proud of the deep integration of the visual effects – not just visually, but fundamentally within the filmmaking process and storytelling. Tony invited VFX to be a key participant in shaping the story, from early story drafts through to the final color grade. Despite the scale and spectacle of many sequences, the VFX always feel purposeful, supporting the narrative and characters rather than distracting from them. This was significantly bolstered by the return of a large number of key creatives from Season 1, both within the production and at our VFX vendors. That shared experience and established understanding of Tony’s vision for Andor were invaluable in making the VFX an organic part of the show.: I could not be prouder of the entire ILM team for everything they brought to their work on the show. Working across three sites, Andor was a truly global effort, and I particularly enjoyed how each site took complete ownership of their work. It was a privilege working with all of them and contributing to such an exceptional series. VFX progression frame Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo courtesy of Lucasfilm. ©2025 Lucasfilm Ltd. & TM. All Rights Reserved. How long have you worked on this show?: This show has been an unbelievable journey. Season 2 alone was nearly 3 years. We wrapped Season 2 in January of 2025. We started prepping Season 2 in February 2022, while we were still in post for Season 1. I officially started working on Season 1 early in 2019 while it was still being developed. So that’s 6 years of time working on Andor. Mohen and I both also worked on Rogue One, so if you factor in the movie, which was shooting in 2015, that’s nearly ten years of work within this part of the Star Wars universe.: I started on the project during early development in the summer of 2019 and finished in December of 2024.: I started on Season 1 in September 2020 and finished up on Season 2 in December 2024. What’s the VFX shots count?: We had a grand total of 4,124 shots over the course of our 12 episodes. Outside of Industrial Light & Magic, which oversaw the show, we also partnered with Hybride, Scanline, Soho VFX, and Midas VFX. What is your next project?: You’ll have to wait and see!: Unfortunately, I can’t say just yet either! A big thanks for your time. WANT TO KNOW MORE?ILM: Dedicated page about Andor – Season 2 on ILM website. © Vincent Frei – The Art of VFX – 2025 #andor #season #mohen #leo #production
    Andor – Season 2: Mohen Leo (Production VFX Supervisor), TJ Falls (Production VFX Producer) and Scott Pritchard (ILM VFX Supervisor)
    www.artofvfx.com
    Interviews Andor – Season 2: Mohen Leo (Production VFX Supervisor), TJ Falls (Production VFX Producer) and Scott Pritchard (ILM VFX Supervisor) By Vincent Frei - 22/05/2025 In 2023, Mohen Leo (Production VFX Supervisor), TJ Falls (Production VFX Producer), and Scott Pritchard (ILM VFX Supervisor) offered an in-depth look at the visual effects of Andor’s first season. Now, the trio returns to share insights into their work on the second—and final—season of this critically acclaimed series. Tony Gilroy is known for his detailed approach to storytelling. Can you talk about how your collaboration with him evolved throughout the production of Andor? How does he influence the VFX decisions and the overall tone of the series? Mohen Leo (ML): Our history with Tony, from Rogue One through the first season of Andor, had built a strong foundation of mutual trust. For Season 2, he involved VFX from the earliest story discussions, sharing outlines and inviting our ideas for key sequences. His priority is always to keep the show feeling grounded, ensuring that visual effects serve the story’s core and never become extraneous spectacle that might distract from the narrative. TJ Falls (TJ): Tony is a master storyteller. As Mohen mentioned, we have a great history with Tony from Rogue One and through Season 1 of Andor. We had a great rapport with Tony, and he had implicit trust in us. We began prepping Season 2 while we were in post for Season 1. We were having ongoing conversations with Tony and Production Designer Luke Hull as we were completing work for S1 and planning out how we would progress into Season 2. We wanted to keep the show grounded and gritty while amping up the action and urgency. Tony had a lot of story to cover in 12 episodes. The time jumps between the story arcs were something we discussed early on, and the need to be able to not only justify the time jumps but also to provide the audience with a visual bridge to tell the stories that happened off-screen. Tony would look to us to guide and use our institutional knowledge of Star Wars to help keep him honest within the universe. He, similarly, challenged us to maintain our focus and ensure that the visual tone of the series serviced the story. Tony Gilroy and Genevieve O’Reilly on the set of Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo by Des Willie. ©2024 Lucasfilm Ltd. & TM. All Rights Reserved. As you’ve returned for Season 2, have there been any significant changes or new challenges compared to the first season? How has the production evolved in terms of VFX and storytelling? (ML): The return of nearly all key creatives from Season 1, both internally and at our VFX vendors, was a massive advantage. This continuity built immediate trust and an efficient shorthand. It made everyone comfortable to be more ambitious, allowing us to significantly expand the scope and complexity of the visual effects for Season 2. (TJ): We had all new directors this season. The rest of the core creative and production teams stayed consistent from Season 1. We worked to keep the creative process as seamless from Season 1 as we could while working with the new directors and adapting to their process while incorporating their individual skills and ideas that they brought to the table. This season we were able to work on location much more than on Season 1. That provided us with a great opportunity to build out the connective tissue between real world constraints and the virtual world we were creating. In the case with Senate Plaza in Coruscant we also had to stay consistent with what has previously been established, so that was a fun challenge. How did you go about dividing the workload between the various VFX studios? (ML): I can give an answer, but probably better if TJ does. (TJ): We were very specific about how we divided the work on this series. We started, as we usually do, with a detailed breakdown of work for the 12 episodes. Mohen and I then discussed a logical split based on type of work, specific elements, and areas of commonality for particular environments. While cost is always a consideration, we focused our vendor casting around the creative strengths of the studios we were partnering with on the project. ILM is in the DNA of Star Wars, so we knew we’d want to be working with them on some of the most complex work. We chose ILM for the opening TIE Avenger hangar sequence and subsequent escape. We utilized ILM for work in every episode, including the CG KX/K2 work, but their main focus was on Coruscant, and they had substantial work in the ninth episode for the big Senate escape sequence. Hybride‘s chief focus was on Palmo Plaza and the Ghorman environments. They dealt with everything Ghorman on the ground from the street extensions and the truck crash, through the Ghorman massacre, sharing shots with ILM with the KX work. For Scanline VFX, we identified three primary areas of focus: the work on Mina Rau, Chandrila, and Yavin. The TIE Fighter sequence in Season 2 is a standout moment. Can you walk us through the VFX process for that particular sequence? What were some of the technical challenges you faced, and how did you work to make it as intense and realistic as possible? (TJ): This is a sequence I’m particularly proud of as VFX played a central role in the sequence coming together from start to finish. We were intimately involved from the initial conversations of the idea for the sequence. Mohen created digital storyboards and we pitched ideas for the sequence to Tony Gilroy. Once we had a sense of the creative brief, we started working with Luke Hull (Production Designer) and the art department on the physical hangar set and brought it into previz for virtual scouting. With Jen Kitching (our Previz Supervisor from The Third Floor) we had a virtual camera set up that allowed us to virtually use the camera and lenses we would have on our shoot. We blocked out shots with Ariel Kleiman (Director) and Christophe Nuyens (the DoP). This went back through previz and techviz so we could meticulously chart out our plan for the shoot. Keeping with our ethos of grounding everything in reality, we wanted to use as much of the practical set as possible. We needed to be sure our handoffs between physical and virtual were seamless – Luke Murphy, our SFX Supervisor, worked closely with us in planning elements and practical effects to be used on the day. Over the course of the shoot, we also had the challenge of the flashing red alarm that goes off once the TIE Avenger crashes into the ceiling. We established the look of the red alarm with Christophe and the lighting team, and then needed to work out the timing. For that, we collaborated with editor John Gilroy to ensure we knew precisely when each alarm beat would flash. Once we had all the pieces, we turned the sequence over to Scott Pritchard and ILM to execute the work. Scott Pritchard (SP): This sequence was split between our London and Vancouver studios, with London taking everything inside the hangar, and Vancouver handling the exterior shots after Cassian blasts through the hangar door. We started from a strong foundation thanks to two factors: the amazing hangar set and TIE Avenger prop; and having full sequence previs. The hangar set was built about 2/3 of its overall length (as much as could be built on the soundstage), which our environments team extended, adding the hangar doors at the end and also a view to the exterior environment. Extending the hangar was most of the work in the sequence up until the TIE starts moving, where we switched to our CG TIE. As with Season 1, we used a blend of physical SFX work for the pyro effects, augmenting with CG sparks. As TJ mentioned, the hangar’s red warning lighting was a challenge as it had to pulse in a regular tempo throughout the edit. Only the close-up shots of Cassian in the cockpit had practical red lighting, so complex lighting and comp work were required to achieve a consistent look throughout the sequence. ILM London’s compositing supervisor, Claudio Bassi, pitched the idea that as the TIE hit various sections of the ceiling, it would knock out the ceiling lights, progressively darkening the hangar. It was a great motif that helped heighten the tension as we get towards the moment where Cassian faces the range trooper. Once we cut to outside the hangar, ILM Vancouver took the reins. The exterior weather conditions were briefed to us as ‘polar night’ – it’s never entirely dark, instead there’s a consistent low-level ambient light. This was a challenge as we had to consider the overall tonal range of each shot and make sure there was enough contrast to guide the viewer’s eye to where it needed to be, not just on individual shots but looking at eye-trace as one shot cut to another. A key moment is when Cassian fires rockets into an ice arch, leading to its collapse. The ice could very easily look like rock, so we needed to see the light from the rocket’s explosions scattered inside the ice. It required detailed work in both lighting and comp to get to the right look. Again, as the ice arch starts to collapse and the two chase TIE Advanced ships get taken out, it needed careful balancing work to make sure viewers could read the situation and the action in each shot. The world-building in Andor is impressive, especially with iconic locations like Coruscant and Yavin. How did you approach creating these environments and ensuring they felt as authentic as possible to the Star Wars universe? (ML): Our approach to world-building in Andor relied on a close collaboration between the VFX team and Luke Hull, the production designer, along with his art department. This partnership was established in Season 1 and continued for Season 2. Having worked on many Star Wars projects over the decades, VFX was often able to provide inspiration and references for art department designs. For example, for locations like Yavin and Coruscant, VFX provided the art department with existing 3D assets: the Yavin temple model from Rogue One and the Coruscant city layout around the Senate from the Prequel films. The Coruscant model, in particular, involved some ‘digital archaeology.’ The data was stored on tapes from around 2001 and consisted of NURBS models in an older Softimage file format. To make them usable, we had to acquire old Softimage 2010 and XSI licenses, install them on a Windows 7 PC, and then convert the data to the FBX format that current software can read. Supplying these original layouts to the art department enabled them to create their new designs and integrate our real-world shooting locations while maintaining consistency with the worlds seen in previous Star Wars productions. Given that Andor is set approximately twenty years after the Prequels, we also had the opportunity to update and adjust layouts and designs to reflect that time difference and realize the specific creative vision Luke Hull and Tony Gilroy had for the show. StageCraft technology is a huge part of the production. How did you use it to bring these complex environments, like Coruscant and Yavin, to life? What are the main benefits and limitations of using StageCraft for these settings? (SP): Our use of StageCraft for Season 2 was similar to that on Season 1. We used it to create the exterior views through the windows of the Safehouse on Coruscant. As with our work for the Chandrillan Embassy in Season 1, we created four different times of day/weather conditions. One key difference was that the foreground buildings were much closer to the Safehouse, so we devised three projection points (one for each room of the Safehouse), which would ensure that the perspective of the exterior was correct for each room. On set we retained a large amount of flexibility with our content. We had our own video feed from the unit cameras, and we were able to selectively isolate and grade sections of the city based on their view through the camera. Working in context like this meant that we could make any final tweaks while each shot was being set up and rehearsed. While we were shooting a scene set at night, the lighting team rigged a series of lights running above the windows that, when triggered, would flash in sequence, casting a moving light along the floor and walls of the set, as if from a moving car above. I thought we could use the LED wall to do something similar from below, catching highlights on the metal pipework that ran across the ceiling. During a break in shooting, I hatched a plan with colour operator Melissa Goddard, brain bar supervisor Ben Brown, and we came up with a moving rectangular section on the LED wall which matched the practical lights for speed, intensity and colour temperature. We set up two buttons on our iPad to trigger the ‘light’ to move in either direction. We demoed the idea to the DP after lunch, who loved it, and so when it came to shoot, he could either call from a car above from the practical lights, or a car below from the LEDs. (ML): Just to clarify – the Coruscant Safehouse set was the only application of Stagecraft LED screens in Season 2. All other Coruscant scenes relied on urban location photography or stage sets with traditional blue screen extensions. The various Yavin locations were achieved primarily with large backlot sets at Longcross Studios. A huge set of the airfield, temple entrance and partial temple interior was extended by Scanline VFX, led by Sue Rowe, in post, creating the iconic temple exterior from A New Hope. VFX also added flying and parked spaceships, and augmented the surrounding forest to feel more tropical. Andor blends CG with actual real-world locations. Can you share how you balanced these two elements, especially when creating large-scale environments or specific landscapes that felt grounded in reality? (SP): A great example of this is the environment around the Senate. The plates for this were shot in the City of Arts & Sciences in Valencia. Blending the distinctive Calatrava architecture with well-known Star Wars buildings like the Senate was an amazing challenge, it wasn’t immediately clear how the two could sit alongside each other. Our Vancouver team, led by Tania Richard, did an incredible job taking motifs and details from the Valencia buildings and incorporating them into the Senate building on both large and small scales, but still contiguous with the overall Senate design. The production team was ingenious in how they used each of the Valencia buildings to represent many locations around the Senate and the surrounding areas. For example, the Science Museum was used for the walkway where Cassian shoots Kloris (Mon’s driver), the main entrance to the Senate, and the interior of the Senate Atrium (where Ghorman Senator Oran is arrested). It was a major challenge ensuring that all those locations were represented across the larger environment, so viewers understood the geography of the scene, but also blended with the design language of their immediate surroundings. Everything in the Senate Plaza had a purpose. When laying out the overall layout of the Plaza, we considered aspects such as how far Senators would realistically walk from their transports to the Senate entrance. When extending the Plaza beyond the extents of the City of Arts & Sciences, we used Calatrava architecture from elsewhere. The bridge just in front of the Senatorial Office Building is based on a Calatrava-designed bridge in my home city of Dublin. As we reach the furthest extents of the Senate Plaza, we begin blending in more traditional Coruscant architecture so as to soften the transition to the far background. Coruscant is such a pivotal location in Star Wars. How did you approach creating such a vast, densely populated urban environment? What were the key visual cues that made it feel alive and realistic? (ML): Our approach to Coruscant in Season 2 built upon what we established in the first season: primarily, shooting in real-world city locations whenever feasible. The stunning Calatrava architecture at Valencia’s City of Arts and Sciences, for instance, served as the foundation for the Senate exterior and other affluent districts. For the city’s grittier neighborhoods, we filmed in urban environments in London, like the Barbican and areas around Twickenham Stadium. Filming in these actual city locations provided a strong, realistic basis for the cinematography, lighting, and overall mood of each environment. This remained true even when VFX later modified large portions of the frame with Star Wars architecture. This methodology gave the director and DP confidence on set that their vision would carry through to the final shot. Our art department and VFX concept artists then created numerous paintovers based on plates and location photography, offering clear visual guides for transforming each real location into its Coruscant counterpart during post-production. For the broader cityscapes, we took direct inspiration from 3D street maps of cities such as Tokyo, New York, and Hong Kong. We would exaggerate the scale and replace existing buildings with our Coruscant designs while preserving the fundamental urban patterns. When it comes to creating environments like Yavin, which has a very natural, jungle-like aesthetic, how do you ensure the VFX stays true to the organic feel of the location while still maintaining the science-fiction elements of Star Wars? (ML): Nearly all of the Yavin jungle scenes were shot in a large wooded area that is part of Longcross Studios. The greens and art departments did an amazing job augmenting the natural forest with tropical plants and vines. The scenes featuring the two rebel factions in the clearing were captured almost entirely in-camera, with VFX primarily adding blaster fire, augmenting the crashed ship, and painting out equipment. Only the shots of the TIE Avenger landing and taking off, as well as the giant creature snatching the two rebels, featured significant CG elements. The key elements connecting these practical locations back to the Yavin established in A New Hope and Rogue One were the iconic temples. The establishing shots approaching the main temple in episode 7 utilized plate photography from South America, which had been shot for another Disney project but ultimately not used. Other aerial shots, such as the U-Wing flying above the jungle in episode 12, were fully computer-generated by ILM. K-2SO is a beloved character, and his return is highly anticipated. What can you tell us about the process of bringing him back to life with VFX in Season 2? What new challenges did this bring compared to his original appearance? (SP): We had already updated a regular KX droid for the scene on Niamos in Season 1, so much of the work to update the asset to the latest pipeline requirements had already been done. We now needed to switch over to the textures & shaders specific to K2, and give them the same updates. Unique to Series 2 was that there were a number of scenes involving both a practical and a digital K2 – when he gets crushed on Ghorman in episode 8, and then ‘rebooted’ on Yavin in episode 9. The practical props were a lot more beaten up than our hero asset, so we made bespoke variants to match the practical droid in each sequence. Additionally, for the reboot sequence on Yavin, we realised pretty quickly that the extreme movements meant that we were seeing into areas that previously had not required much detail – for instance, underneath his shoulder armour. We came up with a shoulder joint design that allowed for the required movement while also staying mechanically correct. When we next see him in Episode 10, a year has passed, and he is now the K-2SO as we know him from Rogue One. K-2SO has a unique design, particularly in his facial expressions and movement. How did you approach animating him for Season 2, and were there any specific changes or updates made to his character model or animation? (SP): Following Rogue One, Mohen made detailed records of the takeaways learned from creating K-2SO, and he kindly shared these notes with us early on in the show. They were incredibly helpful in tuning the fine details of the animation. Our animation team, led by Mathieu Vig, did a superb job of identifying the nuances of Alan’s performance and making sure they came across. There were plenty of pitfalls to avoid – for instance, the curve to his upper back meant that it was very easy for his neck to look hyperextended. We also had to be very careful with his eyes, as they’re sources of light, they could very easily look cartoonish if they moved around too much. Dialling in just the right amount of eye movement was crucial to a good performance. As the eyes also had several separate emissive and reflective components, they required delicate balancing in the comp on a per-shot basis. Luckily, we had great reference from Rogue One to be able to dial in the eyes to suit both the lighting of a shot but also its performance details. One Rogue One shot in particular, where he says ‘Your behavior, Jyn Erso, is continually unexpected’, was a particularly good reference for how we could balance the lights in his eyes to, in effect, enlarge his pupils, and give him a softer expression. K-2SO also represented my first opportunity to work with ILM’s new studio in Mumbai. Amongst other shots, they took on the ‘hallway fight’ sequence in Episode 12 where K2 dispatches Heert and his troopers, and they did a fantastic job from animation right through to final comp. K-2SO’s interactions with the live-action actors are key to his character. How did you work with the actors to ensure his presence felt as real and integrated as possible on screen, especially in terms of timing and reactions? (ML): Alan Tudyk truly defined K-2SO in Rogue One, so his return for Andor Season 2 was absolutely critical to us. He was on set for every one of K2’s shots, performing on stilts and in a performance capture suit. This approach was vital because it gave Alan complete ownership of the character’s physical performance and, crucially, allowed for spontaneous, genuine interactions with the other actors, particularly Diego Luna. Witnessing Alan and Diego reunite on camera was fantastic; that unique chemistry and humor we loved in Rogue One was instantly palpable. In post-production, our VFX animators then meticulously translated every nuance of Alan’s on-set performance to the digital K-2SO model. It’s a detailed process that still requires artistic expertise. For instance, K2’s facial structure is largely static, so direct translation of Alan’s facial expressions isn’t always possible. In these cases, our animators found creative solutions – translating a specific facial cue from Alan into a subtle head tilt or a particular eye movement for K2, always ensuring the final animation remained true to the intent and spirit of Alan’s original performance. Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint? (ML): The Plaza sequence in episode 8, which runs for about 23 minutes, stands out as particularly memorable – both for its challenges and its rewarding outcome. Just preparing for it was a daunting task. Its successful execution hinged on incredibly tight collaboration between numerous departments: stunts, creature effects, special effects, the camera department, our tireless greenscreens crew, and of course, VFX. The stunts team, under Marc Mailley, drove the choreography of all the action. Our On-Set VFX Supervisor, Marcus Dryden, was instrumental. He worked hand-in-glove with the director, DP, and assistant directors to ensure we meticulously captured all the necessary elements. This included everything from crowd replication plates and practical effects elements to the performances of stunt teams and creature actors, plus all the crucial on-set data. The shoot for this sequence alone took over three weeks. Hybride, under the leadership of Joseph Kasparian and Olivier Beaulieu, then completed the environments, added the blaster fire, and augmented the special effects in post-production, with ILM contributing the KX droids that wreak havoc in the plaza. (SP): I agree with Mohen here, for me the Ghorman Plaza episode is the most rewarding to have worked on. It required us to weave our work into that of so many other departments – stunts, sfx, costume – to name just a few. When we received the plates, to see the quality of the work that had gone into the photography alone was inspirational for me and the ILM crew. It’s gratifying to be part of a team where you know that everyone involved is on top of their game. And of course all that is underpinned by writing of that calibre from Tony Gilroy and his team – it just draws everything together. From a pure design viewpoint, I’m also very proud of the work that Tania Richard and her ILM Vancouver crew did for the Senate shots. As I mentioned before, it was a hugely challenging environment not just logistically, but also in bringing together two very distinctive architectural languages, and they made them work in tandem beautifully. Looking back on the project, what aspects of the visual effects are you most proud of? (TJ): I’m incredibly proud of this entire season. The seamless collaboration we had between Visual Effects and every other department made the work, while challenging, an absolute joy to execute. Almost all of the department heads returned from the first season, which provided a shorthand shortcut as we started the show with implicit trust and understanding of what we were looking to achieve. The work is beautiful, and the commitment of our crew and vendors has been unwavering. I’m most proud of the effort and care that each individual person contributed to the show and the fact that we went into the project with a common goal and were, as a team, able to showcase the vision that we, and Tony, had for the series. (ML): I’m really proud of the deep integration of the visual effects – not just visually, but fundamentally within the filmmaking process and storytelling. Tony invited VFX to be a key participant in shaping the story, from early story drafts through to the final color grade. Despite the scale and spectacle of many sequences, the VFX always feel purposeful, supporting the narrative and characters rather than distracting from them. This was significantly bolstered by the return of a large number of key creatives from Season 1, both within the production and at our VFX vendors. That shared experience and established understanding of Tony’s vision for Andor were invaluable in making the VFX an organic part of the show. (SP): I could not be prouder of the entire ILM team for everything they brought to their work on the show. Working across three sites, Andor was a truly global effort, and I particularly enjoyed how each site took complete ownership of their work. It was a privilege working with all of them and contributing to such an exceptional series. VFX progression frame Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo courtesy of Lucasfilm. ©2025 Lucasfilm Ltd. & TM. All Rights Reserved. How long have you worked on this show? (TJ): This show has been an unbelievable journey. Season 2 alone was nearly 3 years. We wrapped Season 2 in January of 2025. We started prepping Season 2 in February 2022, while we were still in post for Season 1. I officially started working on Season 1 early in 2019 while it was still being developed. So that’s 6 years of time working on Andor. Mohen and I both also worked on Rogue One, so if you factor in the movie, which was shooting in 2015, that’s nearly ten years of work within this part of the Star Wars universe. (ML): I started on the project during early development in the summer of 2019 and finished in December of 2024. (SP): I started on Season 1 in September 2020 and finished up on Season 2 in December 2024. What’s the VFX shots count? (TJ): We had a grand total of 4,124 shots over the course of our 12 episodes. Outside of Industrial Light & Magic, which oversaw the show, we also partnered with Hybride, Scanline, Soho VFX, and Midas VFX. What is your next project? (TJ): You’ll have to wait and see! (SP): Unfortunately, I can’t say just yet either! A big thanks for your time. WANT TO KNOW MORE?ILM: Dedicated page about Andor – Season 2 on ILM website. © Vincent Frei – The Art of VFX – 2025
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  • All health upgrade leader locations in Doom: The Dark Ages

    Upgrading your health is arguably the single most important thing for your survival in Doom: The Dark Ages.

    To make it through all the challenges entailed by fighting demons with minimal suffering, improving your health could mean the difference between life and death. And you can considerably improve your chance of staying alive if you upgrade your health in Doom: The Dark Ages.

    But your health bar is not a simple task. First, you need to prove yourself by fighting stronger – and quite annoying – demons and sucking their essence to make you stronger.

    In this Doom: The Dark Ages guide, we explain how to upgrade your health plus show you where to find all health upgrades.

    How to upgrade health in Doom: The Dark Ages

    While your guns, shield, and melee attacks can be upgraded using special currencies to buy new abilities in a Sentinel Shrine, increasing your health requires a little more fighting.

    Following the same idea as upgrading your ammo capacity and armor, health upgrades are permanent and obtained when you defeat leaders that grant those upgrades. All you need to do is to defeat them to collect their Demonic Essence. 

    Leaders are stronger than your usual demons. You can identify them with ease, since they have a blue-hued plus sign floating above their head.

    Below, see maps showing the locations of all health upgrades in Doom: The Dark Ages and the requisite leaders they’re associated with.

    HebethYou face the first leader in the Doom: The Dark Ages in the second level, Hebeth. You find the leader of this level in the final segment of the map. Before you can challenge them, you must clear all the waves of enemies with all kinds of demons you found until then.

    A short cutscene will play when you’re done, showing the leader. They are a stronger version of the Pinky Rider demon. They still shoot a Hell Surge projectile to attack you, but their special move is a wave of shields. One of the shields is green and you must try to parry it.

    If you pay attention, the beast has armor. Even though it protects them from your attacks, the armor follows the rule as the regular metal shields some enemies carry. Superheat the armor then use the Shield Throw to remove it completely.

    Since this is a tough enemy, consider keeping some of the other demons alive during the fight so you can follow one of our tips and kill them to recover life.

    The Holy City of AratumAs you fly through the Holy City of Aratum in Chapter 5, you can land your cyberdragon on secret landing zones. The leader you want to fight in this chapter to receive a Health upgrade is in the first secret landing zone, a small tower on the left side of the starting gate.

    You must defeat a Titan who is defending the place before you can actually land in the arena. Once you’re there, enemies will spawn. Defeat some of them for the leader, a Pinky Rider demon, appears.

    Be careful with the other demons in the arena and focus on breaking the leader’s shield with the Accelerator. Parry their Hell Surge arrows and survive long enough to claim their Demonic Essence.

    Siege – Part 2The third leader who gives you a Health upgrade is found in Chapter 7 “Siege – Parte 2”. You can’t miss them since they are a mandatory encounter in the main mission.

    While you are trying to defend the city and rescue Novik, you reach a part of the main building marked as a red zone on the map with a crowned skull icon. This is where you will be facing the leader.

    The leader is an armored Hell Knight. You have already faced one of these jumpy annoying demons when collecting the first Ammo upgrade. They keep pressuring you with melee attacks and throwing their axe at you. 

    Keep a distance and bait their Hell Surge axe attack to parry it. Break Hell Knight’s armor as soon as possible and keep your eyes open for the incoming attacks from the regular Hell Knights who are following the leader.

    Ancestral ForgeIn Chapter 9 “Ancestral Forge,” you find the next leader to fight as you progress in the main mission. They are in the red zone on the right side of the map, close to where you find the Purple Key. 

    When you get to the location of the encounter, you first need to clear the area of some groups of regular enemies. After a few minutes — and many demon bodies on the ground — the leader will appear.

    You face another armored Hell Knight, which is great considering this is the same kind of demon you defeated to get your last Health upgrade. Follow the same strategy and you will be fine.

    The Forsaken PlainsWhile the enemies you’ve faced so far were not a breeze, be ready to meet a new kind of challenge when hunting leaders. Chapter 10 “The Forsaken Plains” has a Cyberdemon leader and they have a morale bar.

    You find them while you’re looking for the Hell Cannons to destroy them as your main mission. The arena where you fight the Cyberdemon is in front of one of these cannons.

    Before you can fight the leader, you need to deplete their morale bar and disable their shield by killing other demons. The leader doesn’t take damage while they have the shield up so you can’t rush the process.

    The best approach to a fight against a Cyberdemon is to get closer to them and bait their melee attacks, which you can parry. It is dangerous though, so learn to read their moves and parry all their Hell Purge attacks.

    Sentinel Command StationThe sixth Health upgrade available for you is in Chapter 12 “Sentinel Command Station.” To find the leader in this chapter, just follow the main mission which asks you to defend the Command Station.

    Eventually, you will have to look for the Hangar Card key and also find a new weapon, the Ravager. When you get to this point, you’re right beside the leader’s room.

    The arena is a large space and the leader won’t appear until you have cleared the place by killing some of the demons who are already there. The leader this time is a Pinky Rider. You’ve already beaten many of these demons so go get their Demonic Essence.

    Spire of NerathulAlthough it is not actually hidden, the leader in Chapter 14 “Spire of Nerathul” can be easily missed if you ignore the secondary objectives of this chapter. To find them, you move forward after deactivating the first Stasis Emitter. 

    On the path to find the second one, you will find a red zone with a crowned skull icon. All you will see in the area is a tree with a red portal above it. Once you destroy it, the leader and many other demons will appear.

    The leader is another Cyberdemon, but this time they have a morale bar. Begin by killing all the other demons to deplete the Cyberdemon’s bar. Start fighting them as soon as the shield goes down.

    City of Ry’uulAs you explore the alien corridors of the City of Ry’uul in Chapter 15, finding the leader whose Demonic Essence raises your maximum Health is a matter of time. Follow the main mission until you get into a large circular room using a water tunnel. 

    There are some strong enemies – a Vagary and a Cacodemon Hybrid – waiting for you in this room. Kill them for the leader to finally appear. This time you fight an Agaddon Hunter leader.

    The best strategy is to learn their move set and parry their attacks. If you’re feeling overwhelmed by their attacks, run from them and look for weaker enemies to kill and recover Health, Armor, and Ammo. 

    Harbor of SoulsYour main mission in Chapter 19 “Harbor of Souls” is to find the way to the Mortal Realm and you can imagine it’s going to be one hell of a journey. In the middle of the way, there is also a leader for you to defeat.

    The arena where you find the leader is after the first gate that requires the Red key. Keep following the path indicated by the game and you will eventually reach the place.

    Before you can actually fight the leader, you need to kill a Cosmic Baron and an armored Pinky Rider. 

    The leader is a Komodo, a complicated foe to face. They are quite agile and hit really hard, always pressuring you with their sequences of attacks. Wait for the right moment and use the Rocket Launcher. Since the leader is always close to you, it’s easy to land your shots.

    ResurrectionThe leader of Chapter 20 “Resurrection” is the first major enemy you face in the chapter. After the cutscene, pass over the Sentinel Shrine and you will see a vast area filled with demons.

    This leader, a Revenant, has a morale bar, which means that you must kill every demon you see before you can go land some shotgun bursts onto the leader.

    Since this is one of the last chapters in the game, you will find all kinds of enemies in the area. From a Cyberdemon to a Pinky Rider, there are enough deadly creatures ready to rip you apart if you don’t pay attention. 
    #all #health #upgrade #leader #locations
    All health upgrade leader locations in Doom: The Dark Ages
    Upgrading your health is arguably the single most important thing for your survival in Doom: The Dark Ages. To make it through all the challenges entailed by fighting demons with minimal suffering, improving your health could mean the difference between life and death. And you can considerably improve your chance of staying alive if you upgrade your health in Doom: The Dark Ages. But your health bar is not a simple task. First, you need to prove yourself by fighting stronger – and quite annoying – demons and sucking their essence to make you stronger. In this Doom: The Dark Ages guide, we explain how to upgrade your health plus show you where to find all health upgrades. How to upgrade health in Doom: The Dark Ages While your guns, shield, and melee attacks can be upgraded using special currencies to buy new abilities in a Sentinel Shrine, increasing your health requires a little more fighting. Following the same idea as upgrading your ammo capacity and armor, health upgrades are permanent and obtained when you defeat leaders that grant those upgrades. All you need to do is to defeat them to collect their Demonic Essence.  Leaders are stronger than your usual demons. You can identify them with ease, since they have a blue-hued plus sign floating above their head. Below, see maps showing the locations of all health upgrades in Doom: The Dark Ages and the requisite leaders they’re associated with. HebethYou face the first leader in the Doom: The Dark Ages in the second level, Hebeth. You find the leader of this level in the final segment of the map. Before you can challenge them, you must clear all the waves of enemies with all kinds of demons you found until then. A short cutscene will play when you’re done, showing the leader. They are a stronger version of the Pinky Rider demon. They still shoot a Hell Surge projectile to attack you, but their special move is a wave of shields. One of the shields is green and you must try to parry it. If you pay attention, the beast has armor. Even though it protects them from your attacks, the armor follows the rule as the regular metal shields some enemies carry. Superheat the armor then use the Shield Throw to remove it completely. Since this is a tough enemy, consider keeping some of the other demons alive during the fight so you can follow one of our tips and kill them to recover life. The Holy City of AratumAs you fly through the Holy City of Aratum in Chapter 5, you can land your cyberdragon on secret landing zones. The leader you want to fight in this chapter to receive a Health upgrade is in the first secret landing zone, a small tower on the left side of the starting gate. You must defeat a Titan who is defending the place before you can actually land in the arena. Once you’re there, enemies will spawn. Defeat some of them for the leader, a Pinky Rider demon, appears. Be careful with the other demons in the arena and focus on breaking the leader’s shield with the Accelerator. Parry their Hell Surge arrows and survive long enough to claim their Demonic Essence. Siege – Part 2The third leader who gives you a Health upgrade is found in Chapter 7 “Siege – Parte 2”. You can’t miss them since they are a mandatory encounter in the main mission. While you are trying to defend the city and rescue Novik, you reach a part of the main building marked as a red zone on the map with a crowned skull icon. This is where you will be facing the leader. The leader is an armored Hell Knight. You have already faced one of these jumpy annoying demons when collecting the first Ammo upgrade. They keep pressuring you with melee attacks and throwing their axe at you.  Keep a distance and bait their Hell Surge axe attack to parry it. Break Hell Knight’s armor as soon as possible and keep your eyes open for the incoming attacks from the regular Hell Knights who are following the leader. Ancestral ForgeIn Chapter 9 “Ancestral Forge,” you find the next leader to fight as you progress in the main mission. They are in the red zone on the right side of the map, close to where you find the Purple Key.  When you get to the location of the encounter, you first need to clear the area of some groups of regular enemies. After a few minutes — and many demon bodies on the ground — the leader will appear. You face another armored Hell Knight, which is great considering this is the same kind of demon you defeated to get your last Health upgrade. Follow the same strategy and you will be fine. The Forsaken PlainsWhile the enemies you’ve faced so far were not a breeze, be ready to meet a new kind of challenge when hunting leaders. Chapter 10 “The Forsaken Plains” has a Cyberdemon leader and they have a morale bar. You find them while you’re looking for the Hell Cannons to destroy them as your main mission. The arena where you fight the Cyberdemon is in front of one of these cannons. Before you can fight the leader, you need to deplete their morale bar and disable their shield by killing other demons. The leader doesn’t take damage while they have the shield up so you can’t rush the process. The best approach to a fight against a Cyberdemon is to get closer to them and bait their melee attacks, which you can parry. It is dangerous though, so learn to read their moves and parry all their Hell Purge attacks. Sentinel Command StationThe sixth Health upgrade available for you is in Chapter 12 “Sentinel Command Station.” To find the leader in this chapter, just follow the main mission which asks you to defend the Command Station. Eventually, you will have to look for the Hangar Card key and also find a new weapon, the Ravager. When you get to this point, you’re right beside the leader’s room. The arena is a large space and the leader won’t appear until you have cleared the place by killing some of the demons who are already there. The leader this time is a Pinky Rider. You’ve already beaten many of these demons so go get their Demonic Essence. Spire of NerathulAlthough it is not actually hidden, the leader in Chapter 14 “Spire of Nerathul” can be easily missed if you ignore the secondary objectives of this chapter. To find them, you move forward after deactivating the first Stasis Emitter.  On the path to find the second one, you will find a red zone with a crowned skull icon. All you will see in the area is a tree with a red portal above it. Once you destroy it, the leader and many other demons will appear. The leader is another Cyberdemon, but this time they have a morale bar. Begin by killing all the other demons to deplete the Cyberdemon’s bar. Start fighting them as soon as the shield goes down. City of Ry’uulAs you explore the alien corridors of the City of Ry’uul in Chapter 15, finding the leader whose Demonic Essence raises your maximum Health is a matter of time. Follow the main mission until you get into a large circular room using a water tunnel.  There are some strong enemies – a Vagary and a Cacodemon Hybrid – waiting for you in this room. Kill them for the leader to finally appear. This time you fight an Agaddon Hunter leader. The best strategy is to learn their move set and parry their attacks. If you’re feeling overwhelmed by their attacks, run from them and look for weaker enemies to kill and recover Health, Armor, and Ammo.  Harbor of SoulsYour main mission in Chapter 19 “Harbor of Souls” is to find the way to the Mortal Realm and you can imagine it’s going to be one hell of a journey. In the middle of the way, there is also a leader for you to defeat. The arena where you find the leader is after the first gate that requires the Red key. Keep following the path indicated by the game and you will eventually reach the place. Before you can actually fight the leader, you need to kill a Cosmic Baron and an armored Pinky Rider.  The leader is a Komodo, a complicated foe to face. They are quite agile and hit really hard, always pressuring you with their sequences of attacks. Wait for the right moment and use the Rocket Launcher. Since the leader is always close to you, it’s easy to land your shots. ResurrectionThe leader of Chapter 20 “Resurrection” is the first major enemy you face in the chapter. After the cutscene, pass over the Sentinel Shrine and you will see a vast area filled with demons. This leader, a Revenant, has a morale bar, which means that you must kill every demon you see before you can go land some shotgun bursts onto the leader. Since this is one of the last chapters in the game, you will find all kinds of enemies in the area. From a Cyberdemon to a Pinky Rider, there are enough deadly creatures ready to rip you apart if you don’t pay attention.  #all #health #upgrade #leader #locations
    All health upgrade leader locations in Doom: The Dark Ages
    www.polygon.com
    Upgrading your health is arguably the single most important thing for your survival in Doom: The Dark Ages. To make it through all the challenges entailed by fighting demons with minimal suffering, improving your health could mean the difference between life and death. And you can considerably improve your chance of staying alive if you upgrade your health in Doom: The Dark Ages. But your health bar is not a simple task. First, you need to prove yourself by fighting stronger – and quite annoying – demons and sucking their essence to make you stronger. In this Doom: The Dark Ages guide, we explain how to upgrade your health plus show you where to find all health upgrades. How to upgrade health in Doom: The Dark Ages While your guns, shield, and melee attacks can be upgraded using special currencies to buy new abilities in a Sentinel Shrine, increasing your health requires a little more fighting. Following the same idea as upgrading your ammo capacity and armor, health upgrades are permanent and obtained when you defeat leaders that grant those upgrades. All you need to do is to defeat them to collect their Demonic Essence.  Leaders are stronger than your usual demons. You can identify them with ease, since they have a blue-hued plus sign floating above their head. Below, see maps showing the locations of all health upgrades in Doom: The Dark Ages and the requisite leaders they’re associated with. Hebeth (Chapter 2) You face the first leader in the Doom: The Dark Ages in the second level, Hebeth. You find the leader of this level in the final segment of the map. Before you can challenge them, you must clear all the waves of enemies with all kinds of demons you found until then. A short cutscene will play when you’re done, showing the leader. They are a stronger version of the Pinky Rider demon. They still shoot a Hell Surge projectile to attack you, but their special move is a wave of shields. One of the shields is green and you must try to parry it. If you pay attention, the beast has armor. Even though it protects them from your attacks, the armor follows the rule as the regular metal shields some enemies carry. Superheat the armor then use the Shield Throw to remove it completely. Since this is a tough enemy, consider keeping some of the other demons alive during the fight so you can follow one of our tips and kill them to recover life. The Holy City of Aratum (Chapter 5) As you fly through the Holy City of Aratum in Chapter 5, you can land your cyberdragon on secret landing zones. The leader you want to fight in this chapter to receive a Health upgrade is in the first secret landing zone, a small tower on the left side of the starting gate. You must defeat a Titan who is defending the place before you can actually land in the arena. Once you’re there, enemies will spawn. Defeat some of them for the leader, a Pinky Rider demon, appears. Be careful with the other demons in the arena and focus on breaking the leader’s shield with the Accelerator. Parry their Hell Surge arrows and survive long enough to claim their Demonic Essence. Siege – Part 2 (Chapter 7) The third leader who gives you a Health upgrade is found in Chapter 7 “Siege – Parte 2”. You can’t miss them since they are a mandatory encounter in the main mission. While you are trying to defend the city and rescue Novik, you reach a part of the main building marked as a red zone on the map with a crowned skull icon. This is where you will be facing the leader. The leader is an armored Hell Knight. You have already faced one of these jumpy annoying demons when collecting the first Ammo upgrade. They keep pressuring you with melee attacks and throwing their axe at you.  Keep a distance and bait their Hell Surge axe attack to parry it. Break Hell Knight’s armor as soon as possible and keep your eyes open for the incoming attacks from the regular Hell Knights who are following the leader. Ancestral Forge (Chapter 9) In Chapter 9 “Ancestral Forge,” you find the next leader to fight as you progress in the main mission. They are in the red zone on the right side of the map, close to where you find the Purple Key.  When you get to the location of the encounter, you first need to clear the area of some groups of regular enemies. After a few minutes — and many demon bodies on the ground — the leader will appear. You face another armored Hell Knight, which is great considering this is the same kind of demon you defeated to get your last Health upgrade. Follow the same strategy and you will be fine. The Forsaken Plains (Chapter 10) While the enemies you’ve faced so far were not a breeze, be ready to meet a new kind of challenge when hunting leaders. Chapter 10 “The Forsaken Plains” has a Cyberdemon leader and they have a morale bar. You find them while you’re looking for the Hell Cannons to destroy them as your main mission. The arena where you fight the Cyberdemon is in front of one of these cannons. Before you can fight the leader, you need to deplete their morale bar and disable their shield by killing other demons. The leader doesn’t take damage while they have the shield up so you can’t rush the process. The best approach to a fight against a Cyberdemon is to get closer to them and bait their melee attacks, which you can parry. It is dangerous though, so learn to read their moves and parry all their Hell Purge attacks. Sentinel Command Station (Chapter 12) The sixth Health upgrade available for you is in Chapter 12 “Sentinel Command Station.” To find the leader in this chapter, just follow the main mission which asks you to defend the Command Station. Eventually, you will have to look for the Hangar Card key and also find a new weapon, the Ravager. When you get to this point, you’re right beside the leader’s room. The arena is a large space and the leader won’t appear until you have cleared the place by killing some of the demons who are already there. The leader this time is a Pinky Rider. You’ve already beaten many of these demons so go get their Demonic Essence. Spire of Nerathul (Chapter 14) Although it is not actually hidden, the leader in Chapter 14 “Spire of Nerathul” can be easily missed if you ignore the secondary objectives of this chapter. To find them, you move forward after deactivating the first Stasis Emitter.  On the path to find the second one, you will find a red zone with a crowned skull icon. All you will see in the area is a tree with a red portal above it. Once you destroy it, the leader and many other demons will appear. The leader is another Cyberdemon, but this time they have a morale bar. Begin by killing all the other demons to deplete the Cyberdemon’s bar. Start fighting them as soon as the shield goes down. City of Ry’uul (Chapter 15) As you explore the alien corridors of the City of Ry’uul in Chapter 15, finding the leader whose Demonic Essence raises your maximum Health is a matter of time. Follow the main mission until you get into a large circular room using a water tunnel.  There are some strong enemies – a Vagary and a Cacodemon Hybrid – waiting for you in this room. Kill them for the leader to finally appear. This time you fight an Agaddon Hunter leader. The best strategy is to learn their move set and parry their attacks. If you’re feeling overwhelmed by their attacks, run from them and look for weaker enemies to kill and recover Health, Armor, and Ammo.  Harbor of Souls (Chapter 19) Your main mission in Chapter 19 “Harbor of Souls” is to find the way to the Mortal Realm and you can imagine it’s going to be one hell of a journey. In the middle of the way, there is also a leader for you to defeat. The arena where you find the leader is after the first gate that requires the Red key. Keep following the path indicated by the game and you will eventually reach the place. Before you can actually fight the leader, you need to kill a Cosmic Baron and an armored Pinky Rider.  The leader is a Komodo, a complicated foe to face. They are quite agile and hit really hard, always pressuring you with their sequences of attacks. Wait for the right moment and use the Rocket Launcher. Since the leader is always close to you, it’s easy to land your shots. Resurrection (Chapter 20) The leader of Chapter 20 “Resurrection” is the first major enemy you face in the chapter. After the cutscene, pass over the Sentinel Shrine and you will see a vast area filled with demons. This leader, a Revenant, has a morale bar, which means that you must kill every demon you see before you can go land some shotgun bursts onto the leader. Since this is one of the last chapters in the game, you will find all kinds of enemies in the area. From a Cyberdemon to a Pinky Rider, there are enough deadly creatures ready to rip you apart if you don’t pay attention. 
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  • Sharing Hundertwasser’s legacy

    Hundertwasser’s home in the Kaurinui Valley, located just 20 minutes north of Kawakawa and less than a three-hour drive from Auckland, is to be the only one of his homes around the world that is open to the public. I was given a tour by volunteers from Living Hundertwasser, including Richard Smart, who worked closely with Hundertwasser for eight years and now represents the non-profit Hundertwasser Foundation in New Zealand.
    Born Friedrich Stowasser in Austria in 1928, Hundertwasser was a world-famous painter and architect, renowned for his radical views and eccentric approach to design. His childhood, marked by the devastations of World War II, led him to find solace in painting alternative worlds filled with nature, vibrant colours and abstract forms that would later influence the trajectory of his environmentalism and architecture.1

    The Eyeslit, Kaurinui, 2025.© Image: 

    Richard Smart

    In 1976, he settled in New Zealand, purchasing a dairy farm in the Kaurinui Valley with the intention of setting nature free.2 He did just that: over two decades planting 150,000 trees and widening the Kaurinui Stream that flows through the farm. His philosophy is embodied in every aspect of the property and, despite recent health-and-safety upgrades, Hundertwasser’s dwellings remain as he left them, down to his last shopping list and paintbrushes left on the table.
    The tour begins at the Eyeslit, a Hundertwasser design built after his death, replacing the old decaying farmhouse. Aligned with his distinctive style, it features vibrant pink walls, colourful mosaics and columns reminiscent of his iconic Kawakawa toilets. The Eyeslit serves as a communal space for a pre-tour introduction to Hundertwasser and his legacy that lives on in Kaurinui.

    The Bottlehaus, Kaurinui.©  Image: 

    Richard Smart

    The tour continues through four of his six idiosyncratic dwellings scattered throughout the property, each reflecting his ecological philosophies. The next stop is The Boatshed, a gabled timber building, home to his boat, La Giudecca. Across a bridge over the Kaurinui Stream is The Cave, a space dug into the hillside, containing a bench and hundreds of wētā. Returning over the stream, we arrive at The Pigsty, Hundertwasser’s primary dwelling, which, true to its name, is a former pigsty converted into a habitable space. Inside, a hallway stretches the length of the home, with the kitchen, dining and living room, and a combined bedroom and bathroom branching off. It is built from recycled glass bottles and natural materials, such as earth bricks and logs laid on their sides, extending from inside to outside, mortared in place with a lime, cement and sawdust mixture. With its spontaneously vegetated green roof, felled tree trunk columns and uneven interior floors, the dwelling echoes his philosophy that buildings, like human skin, should grow and wrinkle over time, evolving alongside nature.3

    Mountain Hut, Kaurinui, 1994/95.©  Image: 

    Richard Smart

    The Bottlehaus, originally the farm’s milking shed, is Hundertwasser’s other main residence. The interior is filled with natural light from the polycarbonate skylight and bottle walls, providing perfect conditions for painting. Not yet included in the tour because of their distance are the Railway Hut and Mountain Hut. Smart recounts how he and his children would hike up to the Mountain Hut, spending the night in the home, built three-quarters underground. The walls and floor are clay earth and the roof, covered in wild greenery, sits just above the ground’s surface.
    Hundertwasser’s alignment with Māori culture is reflected throughout his homes; adorning the walls are timber-carved tiki and the koru flag he designed for New Zealand, symbolising a unified national identity. Hundertwasser was inherently nomadic, moving between buildings based on their various functions, inadvertently resembling the organisation of customary Māori papakāinga settlements, where buildings serve distinct purposes. Māori would move between kāinga seasonally, leaving structures built from natural materials to decay and return to the earth. At the tour’s final stop, the Exhibition Building, a letter from Hundertwasser’s friend A. D. Fagan in 1974 describes him as a guardian of the land, a sentiment akin to Māori identification as kaitiaki – guardians of the whenua. Before his death, Hundertwasser expressed his desire for Māori artists to have equal opportunities in New Zealand. This wish was realised in the Whangārei Hundertwasser Art Centre and Wairau Māori Art Gallery, completed in 2022.4
    Throughout the property, Hundertwasser’s interventions – from a waterwheel and outdoor bath to timber plank bridges and ladders feeding into ponds – speak to a lifestyle that reinforces his commitment to living in harmony with nature. In contrast to his bold European architecture, Hundertwasser’s New Zealand home is more subdued and organic, blending seamlessly into the forest, indistinguishable from the natural environment. As Living Hundertwasser volunteer Clive Jackson explains, “He wanted to let the colours of nature speak.” He allowed nature to exist in its most wild and natural state, supporting his 1983 Peace Treaty with Nature, where he asserted that humanity must put itself behind ecological barriers so the earth can regenerate.5 As an example, he considered trees to be fellow ‘tenants’ on the property, who ‘paid rent’ through their provision of oxygen, beauty and joy.6
    Hundertwasser died in 2000 and, at his own request, was buried under a tulip tree at Kaurinui, his body returning to the earth to nourish the ‘tree tenant’. This final act encapsulates his lifelong philosophy of humanity in harmony with nature and, as such, he lives on through the property.
    Hundertwasser famously stated, “We are only guests of nature and must behave accordingly. Man is the most dangerous pest ever to devastate the earth.”7 In a world where modern architecture is disrupting the natural environment and climate, Kaurinui offers a blueprint for a return to ‘original nature’ – a more sustainable, symbiotic relationship with the earth, and one that resonates with our country’s indigenous identity and the role we must assume as kaitiaki, guardians, of the natural world.
    REFERENCES
    1 Nir Barak, 2022, ‘Friedensreich Hundertwasser’, The Architectural Review, 18 October 2022.
    2 Andreas J. Hirsch, 2022, ‘Hundertwasser’s “Five Skins” Unfold’, in Hundertwasser in New Zealand: The Art of Creating Paradise. Auckland: Oratia Books, p. 72.
    3 Wieland Schmied, 2007, For a More Human Architecture in Harmony with Nature: Hundertwasser Architecture. Köln: Taschen, p. 259.
    4 Cooperation Agreement 2016, p. 24.
    5 Friedensreich Hundertwasser, 1983, Peace Treaty with Nature, Hundertwasser Foundation. hundertwasser.com/en/texts/friedensvertrag_mit_der_natur
    6 Wieland Schmied, 2007, For a More Human Architecture in Harmony with Nature: Hundertwasser Architecture, p. 86.
    7 Hundertwasser Foundation. 2016. Hundertwasser Architektur & Philosophie. Germany: Wörner Verlag GmbH, p. 30.
    #sharing #hundertwassers #legacy
    Sharing Hundertwasser’s legacy
    Hundertwasser’s home in the Kaurinui Valley, located just 20 minutes north of Kawakawa and less than a three-hour drive from Auckland, is to be the only one of his homes around the world that is open to the public. I was given a tour by volunteers from Living Hundertwasser, including Richard Smart, who worked closely with Hundertwasser for eight years and now represents the non-profit Hundertwasser Foundation in New Zealand. Born Friedrich Stowasser in Austria in 1928, Hundertwasser was a world-famous painter and architect, renowned for his radical views and eccentric approach to design. His childhood, marked by the devastations of World War II, led him to find solace in painting alternative worlds filled with nature, vibrant colours and abstract forms that would later influence the trajectory of his environmentalism and architecture.1 The Eyeslit, Kaurinui, 2025.© Image:  Richard Smart In 1976, he settled in New Zealand, purchasing a dairy farm in the Kaurinui Valley with the intention of setting nature free.2 He did just that: over two decades planting 150,000 trees and widening the Kaurinui Stream that flows through the farm. His philosophy is embodied in every aspect of the property and, despite recent health-and-safety upgrades, Hundertwasser’s dwellings remain as he left them, down to his last shopping list and paintbrushes left on the table. The tour begins at the Eyeslit, a Hundertwasser design built after his death, replacing the old decaying farmhouse. Aligned with his distinctive style, it features vibrant pink walls, colourful mosaics and columns reminiscent of his iconic Kawakawa toilets. The Eyeslit serves as a communal space for a pre-tour introduction to Hundertwasser and his legacy that lives on in Kaurinui. The Bottlehaus, Kaurinui.©  Image:  Richard Smart The tour continues through four of his six idiosyncratic dwellings scattered throughout the property, each reflecting his ecological philosophies. The next stop is The Boatshed, a gabled timber building, home to his boat, La Giudecca. Across a bridge over the Kaurinui Stream is The Cave, a space dug into the hillside, containing a bench and hundreds of wētā. Returning over the stream, we arrive at The Pigsty, Hundertwasser’s primary dwelling, which, true to its name, is a former pigsty converted into a habitable space. Inside, a hallway stretches the length of the home, with the kitchen, dining and living room, and a combined bedroom and bathroom branching off. It is built from recycled glass bottles and natural materials, such as earth bricks and logs laid on their sides, extending from inside to outside, mortared in place with a lime, cement and sawdust mixture. With its spontaneously vegetated green roof, felled tree trunk columns and uneven interior floors, the dwelling echoes his philosophy that buildings, like human skin, should grow and wrinkle over time, evolving alongside nature.3 Mountain Hut, Kaurinui, 1994/95.©  Image:  Richard Smart The Bottlehaus, originally the farm’s milking shed, is Hundertwasser’s other main residence. The interior is filled with natural light from the polycarbonate skylight and bottle walls, providing perfect conditions for painting. Not yet included in the tour because of their distance are the Railway Hut and Mountain Hut. Smart recounts how he and his children would hike up to the Mountain Hut, spending the night in the home, built three-quarters underground. The walls and floor are clay earth and the roof, covered in wild greenery, sits just above the ground’s surface. Hundertwasser’s alignment with Māori culture is reflected throughout his homes; adorning the walls are timber-carved tiki and the koru flag he designed for New Zealand, symbolising a unified national identity. Hundertwasser was inherently nomadic, moving between buildings based on their various functions, inadvertently resembling the organisation of customary Māori papakāinga settlements, where buildings serve distinct purposes. Māori would move between kāinga seasonally, leaving structures built from natural materials to decay and return to the earth. At the tour’s final stop, the Exhibition Building, a letter from Hundertwasser’s friend A. D. Fagan in 1974 describes him as a guardian of the land, a sentiment akin to Māori identification as kaitiaki – guardians of the whenua. Before his death, Hundertwasser expressed his desire for Māori artists to have equal opportunities in New Zealand. This wish was realised in the Whangārei Hundertwasser Art Centre and Wairau Māori Art Gallery, completed in 2022.4 Throughout the property, Hundertwasser’s interventions – from a waterwheel and outdoor bath to timber plank bridges and ladders feeding into ponds – speak to a lifestyle that reinforces his commitment to living in harmony with nature. In contrast to his bold European architecture, Hundertwasser’s New Zealand home is more subdued and organic, blending seamlessly into the forest, indistinguishable from the natural environment. As Living Hundertwasser volunteer Clive Jackson explains, “He wanted to let the colours of nature speak.” He allowed nature to exist in its most wild and natural state, supporting his 1983 Peace Treaty with Nature, where he asserted that humanity must put itself behind ecological barriers so the earth can regenerate.5 As an example, he considered trees to be fellow ‘tenants’ on the property, who ‘paid rent’ through their provision of oxygen, beauty and joy.6 Hundertwasser died in 2000 and, at his own request, was buried under a tulip tree at Kaurinui, his body returning to the earth to nourish the ‘tree tenant’. This final act encapsulates his lifelong philosophy of humanity in harmony with nature and, as such, he lives on through the property. Hundertwasser famously stated, “We are only guests of nature and must behave accordingly. Man is the most dangerous pest ever to devastate the earth.”7 In a world where modern architecture is disrupting the natural environment and climate, Kaurinui offers a blueprint for a return to ‘original nature’ – a more sustainable, symbiotic relationship with the earth, and one that resonates with our country’s indigenous identity and the role we must assume as kaitiaki, guardians, of the natural world. REFERENCES 1 Nir Barak, 2022, ‘Friedensreich Hundertwasser’, The Architectural Review, 18 October 2022. 2 Andreas J. Hirsch, 2022, ‘Hundertwasser’s “Five Skins” Unfold’, in Hundertwasser in New Zealand: The Art of Creating Paradise. Auckland: Oratia Books, p. 72. 3 Wieland Schmied, 2007, For a More Human Architecture in Harmony with Nature: Hundertwasser Architecture. Köln: Taschen, p. 259. 4 Cooperation Agreement 2016, p. 24. 5 Friedensreich Hundertwasser, 1983, Peace Treaty with Nature, Hundertwasser Foundation. hundertwasser.com/en/texts/friedensvertrag_mit_der_natur 6 Wieland Schmied, 2007, For a More Human Architecture in Harmony with Nature: Hundertwasser Architecture, p. 86. 7 Hundertwasser Foundation. 2016. Hundertwasser Architektur & Philosophie. Germany: Wörner Verlag GmbH, p. 30. #sharing #hundertwassers #legacy
    Sharing Hundertwasser’s legacy
    architecturenow.co.nz
    Hundertwasser’s home in the Kaurinui Valley, located just 20 minutes north of Kawakawa and less than a three-hour drive from Auckland, is to be the only one of his homes around the world that is open to the public. I was given a tour by volunteers from Living Hundertwasser, including Richard Smart, who worked closely with Hundertwasser for eight years and now represents the non-profit Hundertwasser Foundation in New Zealand. Born Friedrich Stowasser in Austria in 1928, Hundertwasser was a world-famous painter and architect, renowned for his radical views and eccentric approach to design. His childhood, marked by the devastations of World War II, led him to find solace in painting alternative worlds filled with nature, vibrant colours and abstract forms that would later influence the trajectory of his environmentalism and architecture.1 The Eyeslit, Kaurinui, 2025.© Image:  Richard Smart In 1976, he settled in New Zealand, purchasing a dairy farm in the Kaurinui Valley with the intention of setting nature free.2 He did just that: over two decades planting 150,000 trees and widening the Kaurinui Stream that flows through the farm. His philosophy is embodied in every aspect of the property and, despite recent health-and-safety upgrades, Hundertwasser’s dwellings remain as he left them, down to his last shopping list and paintbrushes left on the table. The tour begins at the Eyeslit, a Hundertwasser design built after his death, replacing the old decaying farmhouse. Aligned with his distinctive style, it features vibrant pink walls, colourful mosaics and columns reminiscent of his iconic Kawakawa toilets. The Eyeslit serves as a communal space for a pre-tour introduction to Hundertwasser and his legacy that lives on in Kaurinui. The Bottlehaus, Kaurinui.©  Image:  Richard Smart The tour continues through four of his six idiosyncratic dwellings scattered throughout the property, each reflecting his ecological philosophies. The next stop is The Boatshed, a gabled timber building, home to his boat, La Giudecca. Across a bridge over the Kaurinui Stream is The Cave, a space dug into the hillside, containing a bench and hundreds of wētā. Returning over the stream, we arrive at The Pigsty, Hundertwasser’s primary dwelling, which, true to its name, is a former pigsty converted into a habitable space. Inside, a hallway stretches the length of the home, with the kitchen, dining and living room, and a combined bedroom and bathroom branching off. It is built from recycled glass bottles and natural materials, such as earth bricks and logs laid on their sides, extending from inside to outside, mortared in place with a lime, cement and sawdust mixture. With its spontaneously vegetated green roof, felled tree trunk columns and uneven interior floors, the dwelling echoes his philosophy that buildings, like human skin, should grow and wrinkle over time, evolving alongside nature.3 Mountain Hut, Kaurinui, 1994/95.©  Image:  Richard Smart The Bottlehaus, originally the farm’s milking shed, is Hundertwasser’s other main residence. The interior is filled with natural light from the polycarbonate skylight and bottle walls, providing perfect conditions for painting. Not yet included in the tour because of their distance are the Railway Hut and Mountain Hut. Smart recounts how he and his children would hike up to the Mountain Hut, spending the night in the home, built three-quarters underground. The walls and floor are clay earth and the roof, covered in wild greenery, sits just above the ground’s surface. Hundertwasser’s alignment with Māori culture is reflected throughout his homes; adorning the walls are timber-carved tiki and the koru flag he designed for New Zealand, symbolising a unified national identity. Hundertwasser was inherently nomadic, moving between buildings based on their various functions, inadvertently resembling the organisation of customary Māori papakāinga settlements, where buildings serve distinct purposes. Māori would move between kāinga seasonally, leaving structures built from natural materials to decay and return to the earth. At the tour’s final stop, the Exhibition Building, a letter from Hundertwasser’s friend A. D. Fagan in 1974 describes him as a guardian of the land, a sentiment akin to Māori identification as kaitiaki – guardians of the whenua. Before his death, Hundertwasser expressed his desire for Māori artists to have equal opportunities in New Zealand. This wish was realised in the Whangārei Hundertwasser Art Centre and Wairau Māori Art Gallery, completed in 2022.4 Throughout the property, Hundertwasser’s interventions – from a waterwheel and outdoor bath to timber plank bridges and ladders feeding into ponds – speak to a lifestyle that reinforces his commitment to living in harmony with nature. In contrast to his bold European architecture, Hundertwasser’s New Zealand home is more subdued and organic, blending seamlessly into the forest, indistinguishable from the natural environment. As Living Hundertwasser volunteer Clive Jackson explains, “He wanted to let the colours of nature speak.” He allowed nature to exist in its most wild and natural state, supporting his 1983 Peace Treaty with Nature, where he asserted that humanity must put itself behind ecological barriers so the earth can regenerate.5 As an example, he considered trees to be fellow ‘tenants’ on the property, who ‘paid rent’ through their provision of oxygen, beauty and joy.6 Hundertwasser died in 2000 and, at his own request, was buried under a tulip tree at Kaurinui, his body returning to the earth to nourish the ‘tree tenant’. This final act encapsulates his lifelong philosophy of humanity in harmony with nature and, as such, he lives on through the property. Hundertwasser famously stated, “We are only guests of nature and must behave accordingly. Man is the most dangerous pest ever to devastate the earth.”7 In a world where modern architecture is disrupting the natural environment and climate, Kaurinui offers a blueprint for a return to ‘original nature’ – a more sustainable, symbiotic relationship with the earth, and one that resonates with our country’s indigenous identity and the role we must assume as kaitiaki, guardians, of the natural world. REFERENCES 1 Nir Barak, 2022, ‘Friedensreich Hundertwasser (1928–2000)’, The Architectural Review, 18 October 2022. 2 Andreas J. Hirsch, 2022, ‘Hundertwasser’s “Five Skins” Unfold’, in Hundertwasser in New Zealand: The Art of Creating Paradise. Auckland: Oratia Books, p. 72. 3 Wieland Schmied, 2007, For a More Human Architecture in Harmony with Nature: Hundertwasser Architecture. Köln: Taschen, p. 259. 4 Cooperation Agreement 2016, p. 24. 5 Friedensreich Hundertwasser, 1983, Peace Treaty with Nature, Hundertwasser Foundation. hundertwasser.com/en/texts/friedensvertrag_mit_der_natur 6 Wieland Schmied, 2007, For a More Human Architecture in Harmony with Nature: Hundertwasser Architecture, p. 86. 7 Hundertwasser Foundation. 2016. Hundertwasser Architektur & Philosophie. Germany: Wörner Verlag GmbH, p. 30.
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