• IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029

    IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029

    By John P. Mello Jr.
    June 11, 2025 5:00 AM PT

    IBM unveiled its plan to build IBM Quantum Starling, shown in this rendering. Starling is expected to be the first large-scale, fault-tolerant quantum system.ADVERTISEMENT
    Enterprise IT Lead Generation Services
    Fuel Your Pipeline. Close More Deals. Our full-service marketing programs deliver sales-ready leads. 100% Satisfaction Guarantee! Learn more.

    IBM revealed Tuesday its roadmap for bringing a large-scale, fault-tolerant quantum computer, IBM Quantum Starling, online by 2029, which is significantly earlier than many technologists thought possible.
    The company predicts that when its new Starling computer is up and running, it will be capable of performing 20,000 times more operations than today’s quantum computers — a computational state so vast it would require the memory of more than a quindecillionof the world’s most powerful supercomputers to represent.
    “IBM is charting the next frontier in quantum computing,” Big Blue CEO Arvind Krishna said in a statement. “Our expertise across mathematics, physics, and engineering is paving the way for a large-scale, fault-tolerant quantum computer — one that will solve real-world challenges and unlock immense possibilities for business.”
    IBM’s plan to deliver a fault-tolerant quantum system by 2029 is ambitious but not implausible, especially given the rapid pace of its quantum roadmap and past milestones, observed Ensar Seker, CISO at SOCRadar, a threat intelligence company in Newark, Del.
    “They’ve consistently met or exceeded their qubit scaling goals, and their emphasis on modularity and error correction indicates they’re tackling the right challenges,” he told TechNewsWorld. “However, moving from thousands to millions of physical qubits with sufficient fidelity remains a steep climb.”
    A qubit is the fundamental unit of information in quantum computing, capable of representing a zero, a one, or both simultaneously due to quantum superposition. In practice, fault-tolerant quantum computers use clusters of physical qubits working together to form a logical qubit — a more stable unit designed to store quantum information and correct errors in real time.
    Realistic Roadmap
    Luke Yang, an equity analyst with Morningstar Research Services in Chicago, believes IBM’s roadmap is realistic. “The exact scale and error correction performance might still change between now and 2029, but overall, the goal is reasonable,” he told TechNewsWorld.
    “Given its reliability and professionalism, IBM’s bold claim should be taken seriously,” said Enrique Solano, co-CEO and co-founder of Kipu Quantum, a quantum algorithm company with offices in Berlin and Karlsruhe, Germany.
    “Of course, it may also fail, especially when considering the unpredictability of hardware complexities involved,” he told TechNewsWorld, “but companies like IBM exist for such challenges, and we should all be positively impressed by its current achievements and promised technological roadmap.”
    Tim Hollebeek, vice president of industry standards at DigiCert, a global digital security company, added: “IBM is a leader in this area, and not normally a company that hypes their news. This is a fast-moving industry, and success is certainly possible.”
    “IBM is attempting to do something that no one has ever done before and will almost certainly run into challenges,” he told TechNewsWorld, “but at this point, it is largely an engineering scaling exercise, not a research project.”
    “IBM has demonstrated consistent progress, has committed billion over five years to quantum computing, and the timeline is within the realm of technical feasibility,” noted John Young, COO of Quantum eMotion, a developer of quantum random number generator technology, in Saint-Laurent, Quebec, Canada.
    “That said,” he told TechNewsWorld, “fault-tolerant in a practical, industrial sense is a very high bar.”
    Solving the Quantum Error Correction Puzzle
    To make a quantum computer fault-tolerant, errors need to be corrected so large workloads can be run without faults. In a quantum computer, errors are reduced by clustering physical qubits to form logical qubits, which have lower error rates than the underlying physical qubits.
    “Error correction is a challenge,” Young said. “Logical qubits require thousands of physical qubits to function reliably. That’s a massive scaling issue.”
    IBM explained in its announcement that creating increasing numbers of logical qubits capable of executing quantum circuits with as few physical qubits as possible is critical to quantum computing at scale. Until today, a clear path to building such a fault-tolerant system without unrealistic engineering overhead has not been published.

    Alternative and previous gold-standard, error-correcting codes present fundamental engineering challenges, IBM continued. To scale, they would require an unfeasible number of physical qubits to create enough logical qubits to perform complex operations — necessitating impractical amounts of infrastructure and control electronics. This renders them unlikely to be implemented beyond small-scale experiments and devices.
    In two research papers released with its roadmap, IBM detailed how it will overcome the challenges of building the large-scale, fault-tolerant architecture needed for a quantum computer.
    One paper outlines the use of quantum low-density parity checkcodes to reduce physical qubit overhead. The other describes methods for decoding errors in real time using conventional computing.
    According to IBM, a practical fault-tolerant quantum architecture must:

    Suppress enough errors for useful algorithms to succeed
    Prepare and measure logical qubits during computation
    Apply universal instructions to logical qubits
    Decode measurements from logical qubits in real time and guide subsequent operations
    Scale modularly across hundreds or thousands of logical qubits
    Be efficient enough to run meaningful algorithms using realistic energy and infrastructure resources

    Aside from the technological challenges that quantum computer makers are facing, there may also be some market challenges. “Locating suitable use cases for quantum computers could be the biggest challenge,” Morningstar’s Yang maintained.
    “Only certain computing workloads, such as random circuit sampling, can fully unleash the computing power of quantum computers and show their advantage over the traditional supercomputers we have now,” he said. “However, workloads like RCS are not very commercially useful, and we believe commercial relevance is one of the key factors that determine the total market size for quantum computers.”
    Q-Day Approaching Faster Than Expected
    For years now, organizations have been told they need to prepare for “Q-Day” — the day a quantum computer will be able to crack all the encryption they use to keep their data secure. This IBM announcement suggests the window for action to protect data may be closing faster than many anticipated.
    “This absolutely adds urgency and credibility to the security expert guidance on post-quantum encryption being factored into their planning now,” said Dave Krauthamer, field CTO of QuSecure, maker of quantum-safe security solutions, in San Mateo, Calif.
    “IBM’s move to create a large-scale fault-tolerant quantum computer by 2029 is indicative of the timeline collapsing,” he told TechNewsWorld. “A fault-tolerant quantum computer of this magnitude could be well on the path to crack asymmetric ciphers sooner than anyone thinks.”

    “Security leaders need to take everything connected to post-quantum encryption as a serious measure and work it into their security plans now — not later,” he said.
    Roger Grimes, a defense evangelist with KnowBe4, a security awareness training provider in Clearwater, Fla., pointed out that IBM is just the latest in a surge of quantum companies announcing quickly forthcoming computational breakthroughs within a few years.
    “It leads to the question of whether the U.S. government’s original PQCpreparation date of 2030 is still a safe date,” he told TechNewsWorld.
    “It’s starting to feel a lot more risky for any company to wait until 2030 to be prepared against quantum attacks. It also flies in the face of the latest cybersecurity EOthat relaxed PQC preparation rules as compared to Biden’s last EO PQC standard order, which told U.S. agencies to transition to PQC ASAP.”
    “Most US companies are doing zero to prepare for Q-Day attacks,” he declared. “The latest executive order seems to tell U.S. agencies — and indirectly, all U.S. businesses — that they have more time to prepare. It’s going to cause even more agencies and businesses to be less prepared during a time when it seems multiple quantum computing companies are making significant progress.”
    “It definitely feels that something is going to give soon,” he said, “and if I were a betting man, and I am, I would bet that most U.S. companies are going to be unprepared for Q-Day on the day Q-Day becomes a reality.”

    John P. Mello Jr. has been an ECT News Network reporter since 2003. His areas of focus include cybersecurity, IT issues, privacy, e-commerce, social media, artificial intelligence, big data and consumer electronics. He has written and edited for numerous publications, including the Boston Business Journal, the Boston Phoenix, Megapixel.Net and Government Security News. Email John.

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    #ibm #plans #largescale #faulttolerant #quantum
    IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029
    IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029 By John P. Mello Jr. June 11, 2025 5:00 AM PT IBM unveiled its plan to build IBM Quantum Starling, shown in this rendering. Starling is expected to be the first large-scale, fault-tolerant quantum system.ADVERTISEMENT Enterprise IT Lead Generation Services Fuel Your Pipeline. Close More Deals. Our full-service marketing programs deliver sales-ready leads. 100% Satisfaction Guarantee! Learn more. IBM revealed Tuesday its roadmap for bringing a large-scale, fault-tolerant quantum computer, IBM Quantum Starling, online by 2029, which is significantly earlier than many technologists thought possible. The company predicts that when its new Starling computer is up and running, it will be capable of performing 20,000 times more operations than today’s quantum computers — a computational state so vast it would require the memory of more than a quindecillionof the world’s most powerful supercomputers to represent. “IBM is charting the next frontier in quantum computing,” Big Blue CEO Arvind Krishna said in a statement. “Our expertise across mathematics, physics, and engineering is paving the way for a large-scale, fault-tolerant quantum computer — one that will solve real-world challenges and unlock immense possibilities for business.” IBM’s plan to deliver a fault-tolerant quantum system by 2029 is ambitious but not implausible, especially given the rapid pace of its quantum roadmap and past milestones, observed Ensar Seker, CISO at SOCRadar, a threat intelligence company in Newark, Del. “They’ve consistently met or exceeded their qubit scaling goals, and their emphasis on modularity and error correction indicates they’re tackling the right challenges,” he told TechNewsWorld. “However, moving from thousands to millions of physical qubits with sufficient fidelity remains a steep climb.” A qubit is the fundamental unit of information in quantum computing, capable of representing a zero, a one, or both simultaneously due to quantum superposition. In practice, fault-tolerant quantum computers use clusters of physical qubits working together to form a logical qubit — a more stable unit designed to store quantum information and correct errors in real time. Realistic Roadmap Luke Yang, an equity analyst with Morningstar Research Services in Chicago, believes IBM’s roadmap is realistic. “The exact scale and error correction performance might still change between now and 2029, but overall, the goal is reasonable,” he told TechNewsWorld. “Given its reliability and professionalism, IBM’s bold claim should be taken seriously,” said Enrique Solano, co-CEO and co-founder of Kipu Quantum, a quantum algorithm company with offices in Berlin and Karlsruhe, Germany. “Of course, it may also fail, especially when considering the unpredictability of hardware complexities involved,” he told TechNewsWorld, “but companies like IBM exist for such challenges, and we should all be positively impressed by its current achievements and promised technological roadmap.” Tim Hollebeek, vice president of industry standards at DigiCert, a global digital security company, added: “IBM is a leader in this area, and not normally a company that hypes their news. This is a fast-moving industry, and success is certainly possible.” “IBM is attempting to do something that no one has ever done before and will almost certainly run into challenges,” he told TechNewsWorld, “but at this point, it is largely an engineering scaling exercise, not a research project.” “IBM has demonstrated consistent progress, has committed billion over five years to quantum computing, and the timeline is within the realm of technical feasibility,” noted John Young, COO of Quantum eMotion, a developer of quantum random number generator technology, in Saint-Laurent, Quebec, Canada. “That said,” he told TechNewsWorld, “fault-tolerant in a practical, industrial sense is a very high bar.” Solving the Quantum Error Correction Puzzle To make a quantum computer fault-tolerant, errors need to be corrected so large workloads can be run without faults. In a quantum computer, errors are reduced by clustering physical qubits to form logical qubits, which have lower error rates than the underlying physical qubits. “Error correction is a challenge,” Young said. “Logical qubits require thousands of physical qubits to function reliably. That’s a massive scaling issue.” IBM explained in its announcement that creating increasing numbers of logical qubits capable of executing quantum circuits with as few physical qubits as possible is critical to quantum computing at scale. Until today, a clear path to building such a fault-tolerant system without unrealistic engineering overhead has not been published. Alternative and previous gold-standard, error-correcting codes present fundamental engineering challenges, IBM continued. To scale, they would require an unfeasible number of physical qubits to create enough logical qubits to perform complex operations — necessitating impractical amounts of infrastructure and control electronics. This renders them unlikely to be implemented beyond small-scale experiments and devices. In two research papers released with its roadmap, IBM detailed how it will overcome the challenges of building the large-scale, fault-tolerant architecture needed for a quantum computer. One paper outlines the use of quantum low-density parity checkcodes to reduce physical qubit overhead. The other describes methods for decoding errors in real time using conventional computing. According to IBM, a practical fault-tolerant quantum architecture must: Suppress enough errors for useful algorithms to succeed Prepare and measure logical qubits during computation Apply universal instructions to logical qubits Decode measurements from logical qubits in real time and guide subsequent operations Scale modularly across hundreds or thousands of logical qubits Be efficient enough to run meaningful algorithms using realistic energy and infrastructure resources Aside from the technological challenges that quantum computer makers are facing, there may also be some market challenges. “Locating suitable use cases for quantum computers could be the biggest challenge,” Morningstar’s Yang maintained. “Only certain computing workloads, such as random circuit sampling, can fully unleash the computing power of quantum computers and show their advantage over the traditional supercomputers we have now,” he said. “However, workloads like RCS are not very commercially useful, and we believe commercial relevance is one of the key factors that determine the total market size for quantum computers.” Q-Day Approaching Faster Than Expected For years now, organizations have been told they need to prepare for “Q-Day” — the day a quantum computer will be able to crack all the encryption they use to keep their data secure. This IBM announcement suggests the window for action to protect data may be closing faster than many anticipated. “This absolutely adds urgency and credibility to the security expert guidance on post-quantum encryption being factored into their planning now,” said Dave Krauthamer, field CTO of QuSecure, maker of quantum-safe security solutions, in San Mateo, Calif. “IBM’s move to create a large-scale fault-tolerant quantum computer by 2029 is indicative of the timeline collapsing,” he told TechNewsWorld. “A fault-tolerant quantum computer of this magnitude could be well on the path to crack asymmetric ciphers sooner than anyone thinks.” “Security leaders need to take everything connected to post-quantum encryption as a serious measure and work it into their security plans now — not later,” he said. Roger Grimes, a defense evangelist with KnowBe4, a security awareness training provider in Clearwater, Fla., pointed out that IBM is just the latest in a surge of quantum companies announcing quickly forthcoming computational breakthroughs within a few years. “It leads to the question of whether the U.S. government’s original PQCpreparation date of 2030 is still a safe date,” he told TechNewsWorld. “It’s starting to feel a lot more risky for any company to wait until 2030 to be prepared against quantum attacks. It also flies in the face of the latest cybersecurity EOthat relaxed PQC preparation rules as compared to Biden’s last EO PQC standard order, which told U.S. agencies to transition to PQC ASAP.” “Most US companies are doing zero to prepare for Q-Day attacks,” he declared. “The latest executive order seems to tell U.S. agencies — and indirectly, all U.S. businesses — that they have more time to prepare. It’s going to cause even more agencies and businesses to be less prepared during a time when it seems multiple quantum computing companies are making significant progress.” “It definitely feels that something is going to give soon,” he said, “and if I were a betting man, and I am, I would bet that most U.S. companies are going to be unprepared for Q-Day on the day Q-Day becomes a reality.” John P. Mello Jr. has been an ECT News Network reporter since 2003. His areas of focus include cybersecurity, IT issues, privacy, e-commerce, social media, artificial intelligence, big data and consumer electronics. He has written and edited for numerous publications, including the Boston Business Journal, the Boston Phoenix, Megapixel.Net and Government Security News. Email John. Leave a Comment Click here to cancel reply. Please sign in to post or reply to a comment. New users create a free account. Related Stories More by John P. Mello Jr. view all More in Emerging Tech #ibm #plans #largescale #faulttolerant #quantum
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    IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029
    IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029 By John P. Mello Jr. June 11, 2025 5:00 AM PT IBM unveiled its plan to build IBM Quantum Starling, shown in this rendering. Starling is expected to be the first large-scale, fault-tolerant quantum system. (Image Credit: IBM) ADVERTISEMENT Enterprise IT Lead Generation Services Fuel Your Pipeline. Close More Deals. Our full-service marketing programs deliver sales-ready leads. 100% Satisfaction Guarantee! Learn more. IBM revealed Tuesday its roadmap for bringing a large-scale, fault-tolerant quantum computer, IBM Quantum Starling, online by 2029, which is significantly earlier than many technologists thought possible. The company predicts that when its new Starling computer is up and running, it will be capable of performing 20,000 times more operations than today’s quantum computers — a computational state so vast it would require the memory of more than a quindecillion (10⁴⁸) of the world’s most powerful supercomputers to represent. “IBM is charting the next frontier in quantum computing,” Big Blue CEO Arvind Krishna said in a statement. “Our expertise across mathematics, physics, and engineering is paving the way for a large-scale, fault-tolerant quantum computer — one that will solve real-world challenges and unlock immense possibilities for business.” IBM’s plan to deliver a fault-tolerant quantum system by 2029 is ambitious but not implausible, especially given the rapid pace of its quantum roadmap and past milestones, observed Ensar Seker, CISO at SOCRadar, a threat intelligence company in Newark, Del. “They’ve consistently met or exceeded their qubit scaling goals, and their emphasis on modularity and error correction indicates they’re tackling the right challenges,” he told TechNewsWorld. “However, moving from thousands to millions of physical qubits with sufficient fidelity remains a steep climb.” A qubit is the fundamental unit of information in quantum computing, capable of representing a zero, a one, or both simultaneously due to quantum superposition. In practice, fault-tolerant quantum computers use clusters of physical qubits working together to form a logical qubit — a more stable unit designed to store quantum information and correct errors in real time. Realistic Roadmap Luke Yang, an equity analyst with Morningstar Research Services in Chicago, believes IBM’s roadmap is realistic. “The exact scale and error correction performance might still change between now and 2029, but overall, the goal is reasonable,” he told TechNewsWorld. “Given its reliability and professionalism, IBM’s bold claim should be taken seriously,” said Enrique Solano, co-CEO and co-founder of Kipu Quantum, a quantum algorithm company with offices in Berlin and Karlsruhe, Germany. “Of course, it may also fail, especially when considering the unpredictability of hardware complexities involved,” he told TechNewsWorld, “but companies like IBM exist for such challenges, and we should all be positively impressed by its current achievements and promised technological roadmap.” Tim Hollebeek, vice president of industry standards at DigiCert, a global digital security company, added: “IBM is a leader in this area, and not normally a company that hypes their news. This is a fast-moving industry, and success is certainly possible.” “IBM is attempting to do something that no one has ever done before and will almost certainly run into challenges,” he told TechNewsWorld, “but at this point, it is largely an engineering scaling exercise, not a research project.” “IBM has demonstrated consistent progress, has committed $30 billion over five years to quantum computing, and the timeline is within the realm of technical feasibility,” noted John Young, COO of Quantum eMotion, a developer of quantum random number generator technology, in Saint-Laurent, Quebec, Canada. “That said,” he told TechNewsWorld, “fault-tolerant in a practical, industrial sense is a very high bar.” Solving the Quantum Error Correction Puzzle To make a quantum computer fault-tolerant, errors need to be corrected so large workloads can be run without faults. In a quantum computer, errors are reduced by clustering physical qubits to form logical qubits, which have lower error rates than the underlying physical qubits. “Error correction is a challenge,” Young said. “Logical qubits require thousands of physical qubits to function reliably. That’s a massive scaling issue.” IBM explained in its announcement that creating increasing numbers of logical qubits capable of executing quantum circuits with as few physical qubits as possible is critical to quantum computing at scale. Until today, a clear path to building such a fault-tolerant system without unrealistic engineering overhead has not been published. Alternative and previous gold-standard, error-correcting codes present fundamental engineering challenges, IBM continued. To scale, they would require an unfeasible number of physical qubits to create enough logical qubits to perform complex operations — necessitating impractical amounts of infrastructure and control electronics. This renders them unlikely to be implemented beyond small-scale experiments and devices. In two research papers released with its roadmap, IBM detailed how it will overcome the challenges of building the large-scale, fault-tolerant architecture needed for a quantum computer. One paper outlines the use of quantum low-density parity check (qLDPC) codes to reduce physical qubit overhead. The other describes methods for decoding errors in real time using conventional computing. According to IBM, a practical fault-tolerant quantum architecture must: Suppress enough errors for useful algorithms to succeed Prepare and measure logical qubits during computation Apply universal instructions to logical qubits Decode measurements from logical qubits in real time and guide subsequent operations Scale modularly across hundreds or thousands of logical qubits Be efficient enough to run meaningful algorithms using realistic energy and infrastructure resources Aside from the technological challenges that quantum computer makers are facing, there may also be some market challenges. “Locating suitable use cases for quantum computers could be the biggest challenge,” Morningstar’s Yang maintained. “Only certain computing workloads, such as random circuit sampling [RCS], can fully unleash the computing power of quantum computers and show their advantage over the traditional supercomputers we have now,” he said. “However, workloads like RCS are not very commercially useful, and we believe commercial relevance is one of the key factors that determine the total market size for quantum computers.” Q-Day Approaching Faster Than Expected For years now, organizations have been told they need to prepare for “Q-Day” — the day a quantum computer will be able to crack all the encryption they use to keep their data secure. This IBM announcement suggests the window for action to protect data may be closing faster than many anticipated. “This absolutely adds urgency and credibility to the security expert guidance on post-quantum encryption being factored into their planning now,” said Dave Krauthamer, field CTO of QuSecure, maker of quantum-safe security solutions, in San Mateo, Calif. “IBM’s move to create a large-scale fault-tolerant quantum computer by 2029 is indicative of the timeline collapsing,” he told TechNewsWorld. “A fault-tolerant quantum computer of this magnitude could be well on the path to crack asymmetric ciphers sooner than anyone thinks.” “Security leaders need to take everything connected to post-quantum encryption as a serious measure and work it into their security plans now — not later,” he said. Roger Grimes, a defense evangelist with KnowBe4, a security awareness training provider in Clearwater, Fla., pointed out that IBM is just the latest in a surge of quantum companies announcing quickly forthcoming computational breakthroughs within a few years. “It leads to the question of whether the U.S. government’s original PQC [post-quantum cryptography] preparation date of 2030 is still a safe date,” he told TechNewsWorld. “It’s starting to feel a lot more risky for any company to wait until 2030 to be prepared against quantum attacks. It also flies in the face of the latest cybersecurity EO [Executive Order] that relaxed PQC preparation rules as compared to Biden’s last EO PQC standard order, which told U.S. agencies to transition to PQC ASAP.” “Most US companies are doing zero to prepare for Q-Day attacks,” he declared. “The latest executive order seems to tell U.S. agencies — and indirectly, all U.S. businesses — that they have more time to prepare. It’s going to cause even more agencies and businesses to be less prepared during a time when it seems multiple quantum computing companies are making significant progress.” “It definitely feels that something is going to give soon,” he said, “and if I were a betting man, and I am, I would bet that most U.S. companies are going to be unprepared for Q-Day on the day Q-Day becomes a reality.” John P. Mello Jr. has been an ECT News Network reporter since 2003. His areas of focus include cybersecurity, IT issues, privacy, e-commerce, social media, artificial intelligence, big data and consumer electronics. He has written and edited for numerous publications, including the Boston Business Journal, the Boston Phoenix, Megapixel.Net and Government Security News. Email John. Leave a Comment Click here to cancel reply. Please sign in to post or reply to a comment. New users create a free account. Related Stories More by John P. Mello Jr. view all More in Emerging Tech
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  • AN EXPLOSIVE MIX OF SFX AND VFX IGNITES FINAL DESTINATION BLOODLINES

    By CHRIS McGOWAN

    Images courtesy of Warner Bros. Pictures.

    Final Destination Bloodlines, the sixth installment in the graphic horror series, kicks off with the film’s biggest challenge – deploying an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant. While there in 1968, young Iris Campbellhas a premonition about the Skyview burning, cracking, crumbling and collapsing. Then, when she sees these events actually starting to happen around her, she intervenes and causes an evacuation of the tower, thus thwarting death’s design and saving many lives. Years later, her granddaughter, Stefani Reyes, inherits the vision of the destruction that could have occurred and realizes death is still coming for the survivors.

    “I knew we couldn’t put the wholeon fire, but Tonytried and put as much fire as he could safely and then we just built off thatand added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction that can’t be simulated, so I think it was a success in terms of blending that practical with the visual.”
    —Nordin Rahhali, VFX Supervisor

    The film opens with an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant – and its collapse. Drone footage was digitized to create a 3D asset for the LED wall so the time of day could be changed as needed.

    “The set that the directors wanted was very large,” says Nordin Rahhali, VFX Supervisor. “We had limited space options in stages given the scale and the footprint of the actual restaurant that they wanted. It was the first set piece, the first big thing we shot, so we had to get it all ready and going right off the bat. We built a bigger volume for our needs, including an LED wall that we built the assets for.”

    “We were outside Vancouver at Bridge Studios in Burnaby. The custom-built LED volume was a little over 200 feet in length” states Christian Sebaldt, ASC, the movie’s DP. The volume was 98 feet in diameter and 24 feet tall. Rahhali explains, “Pixomondo was the vendor that we contracted to come in and build the volume. They also built the asset that went on the LED wall, so they were part of our filming team and production shoot. Subsequently, they were also the main vendor doing post, which was by design. By having them design and take care of the asset during production, we were able to leverage their assets, tools and builds for some of the post VFX.” Rahhali adds, “It was really important to make sure we had days with the volume team and with Christian and his camera team ahead of the shoot so we could dial it in.”

    Built at Bridge Studios in Burnaby outside Vancouver, the custom-built LED volume for events at the Skyview restaurant was over 200 feet long, 98 feet wide and 24 feet tall. Extensive previs with Digital Domain was done to advance key shots.Zach Lipovsky and Adam Stein directed Final Destination Bloodlines for New Line film, distributed by Warner Bros., in which chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated death at some point. Pixomondo was the lead VFX vendor, followed by FOLKS VFX. Picture Shop also contributed. There were around 800 VFX shots. Tony Lazarowich was the Special Effects Supervisor.

    “The Skyview restaurant involved building a massive setwas fire retardant, which meant the construction took longer than normal because they had to build it with certain materials and coat it with certain things because, obviously, it serves for the set piece. As it’s falling into chaos, a lot of that fire was practical. I really jived with what Christian and directors wanted and how Tony likes to work – to augment as much real practical stuff as possible,” Rahhali remarks. “I knew we couldn’t put the whole thing on fire, but Tony tried and put as much fire as he could safely, and then we just built off thatand added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction can’t be simulated, so I think it was a success in terms of blending that practical with the visual.”

    The Skyview restaurant required building a massive set that was fire retardant. Construction on the set took longer because it had to be built and coated with special materials. As the Skyview restaurant falls into chaos, much of the fire was practical.“We got all the Vancouver skylineso we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.”
    —Christian Sebaldt, ASC, Director of Photography

    For drone shots, the team utilized a custom heavy-lift drone with three RED Komodo Digital Cinema cameras “giving us almost 180 degrees with overlap that we would then stitch in post and have a ridiculous amount of resolution off these three cameras,” Sebaldt states. “The other drone we used was a DJI Inspire 3, which was also very good. And we flew these drones up at the height. We flew them at different times of day. We flew full 360s, and we also used them for photogrammetry. We got all the Vancouver skyline so we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.” Rahhali adds, “All of this allowed us to figure out what we were going to shoot. We had the stage build, and we had the drone footage that we then digitized and created a 3D asset to go on the wallwe could change the times of day”

    Pixomondo built the volume and the asset that went on the LED wall for the Skyview sequence. They were also the main vendor during post. FOLKS VFX and Picture Shop contributed.“We did extensive previs with Digital Domain,” Rahhali explains. “That was important because we knew the key shots that the directors wanted. With a combination of those key shots, we then kind of reverse-engineeredwhile we did techvis off the previs and worked with Christian and the art department so we would have proper flexibility with the set to be able to pull off some of these shots.some of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paulas he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.”

    Some shots required the Skyview’s ceiling to be lifted and partially removed to get a crane to shoot Paul Campbellas he’s about to fall.

    The character Iris lived in a fortified house, isolating herself methodically to avoid the Grim Reaper. Rahhali comments, “That was a beautiful locationGVRD, very cold. It was a long, hard shoot, because it was all nights. It was just this beautiful pocket out in the middle of the mountains. We in visual effects didn’t do a ton other than a couple of clean-ups of the big establishing shots when you see them pull up to the compound. We had to clean up small roads we wanted to make look like one road and make the road look like dirt.” There were flames involved. Sebaldt says, “The explosionwas unbelievably big. We had eight cameras on it at night and shot it at high speed, and we’re all going ‘Whoa.’” Rahhali notes, “There was some clean-up, but the explosion was 100% practical. Our Special Effects Supervisor, Tony, went to town on that. He blew up the whole house, and it looked spectacular.”

    The tattoo shop piercing scene is one of the most talked-about sequences in the movie, where a dangling chain from a ceiling fan attaches itself to the septum nose piercing of Erik Campbelland drags him toward a raging fire. Rahhali observes, “That was very Final Destination and a great Rube Goldberg build-up event. Richard was great. He was tied up on a stunt line for most of it, balancing on top of furniture. All of that was him doing it for real with a stunt line.” Some effects solutions can be surprisingly extremely simple. Rahhali continues, “Our producercame up with a great gagseptum ring.” Richard’s nose was connected with just a nose plug that went inside his nostrils. “All that tugging and everything that you’re seeing was real. For weeks and weeks, we were all trying to figure out how to do it without it being a big visual effects thing. ‘How are we gonna pull his nose for real?’ Craig said, ‘I have these things I use to help me open up my nose and you can’t really see them.’ They built it off of that, and it looked great.”

    Filmmakers spent weeks figuring out how to execute the harrowing tattoo shop scene. A dangling chain from a ceiling fan attaches itself to the septum nose ring of Erik Campbell– with the actor’s nose being tugged by the chain connected to a nose plug that went inside his nostrils.

    “ome of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paulas he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.”
    —Nordin Rahhali, VFX Supervisor

    Most of the fire in the tattoo parlor was practical. “There are some fire bars and stuff that you’re seeing in there from SFX and the big pool of fire on the wide shots.” Sebaldt adds, “That was a lot of fun to shoot because it’s so insane when he’s dancing and balancing on all this stuff – we were laughing and laughing. We were convinced that this was going to be the best scene in the movie up to that moment.” Rahhali says, “They used the scene wholesale for the trailer. It went viral – people were taking out their septum rings.” Erik survives the parlor blaze only to meet his fate in a hospital when he is pulled by a wheelchair into an out-of-control MRI machine at its highest magnetic level. Rahhali comments, “That is a good combination of a bunch of different departments. Our Stunt Coordinator, Simon Burnett, came up with this hard pull-wire linewhen Erik flies and hits the MRI. That’s a real stunt with a double, and he hit hard. All the other shots are all CG wheelchairs because the directors wanted to art-direct how the crumpling metal was snapping and bending to show pressure on him as his body starts going into the MRI.”

    To augment the believability that comes with reality, the directors aimed to capture as much practically as possible, then VFX Supervisor Nordin Rahhali and his team built on that result.A train derailment concludes the film after Stefani and her brother, Charlie, realize they are still on death’s list. A train goes off the tracks, and logs from one of the cars fly though the air and kills them. “That one was special because it’s a hard sequence and was also shot quite late, so we didn’t have a lot of time. We went back to Vancouver and shot the actual street, and we shot our actors performing. They fell onto stunt pads, and the moment they get touched by the logs, it turns into CG as it was the only way to pull that off and the train of course. We had to add all that. The destruction of the houses and everything was done in visual effects.”

    Erik survives the tattoo parlor blaze only to meet his fate in a hospital when he is crushed by a wheelchair while being pulled into an out-of-control MRI machine.

    Erikappears about to be run over by a delivery truck at the corner of 21A Ave. and 132A St., but he’s not – at least not then. The truck is actually on the opposite side of the road, and the person being run over is Howard.

    A rolling penny plays a major part in the catastrophic chain reactions and seems to be a character itself. “The magic penny was a mix from two vendors, Pixomondo and FOLKS; both had penny shots,” Rahhali says. “All the bouncing pennies you see going through the vents and hitting the fan blade are all FOLKS. The bouncing penny at the end as a lady takes it out of her purse, that goes down the ramp and into the rail – that’s FOLKS. The big explosion shots in the Skyview with the penny slowing down after the kid throws itare all Pixomondo shots. It was a mix. We took a little time to find that balance between readability and believability.”

    Approximately 800 VFX shots were required for Final Destination Bloodlines.Chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated Death at some point in the Final Destination films.

    From left: Kaitlyn Santa Juana as Stefani Reyes, director Adam Stein, director Zach Lipovsky and Gabrielle Rose as Iris.Rahhali adds, “The film is a great collaboration of departments. Good visual effects are always a good combination of special effects, makeup effects and cinematography; it’s all the planning of all the pieces coming together. For a film of this size, I’m really proud of the work. I think we punched above our weight class, and it looks quite good.”
    #explosive #mix #sfx #vfx #ignites
    AN EXPLOSIVE MIX OF SFX AND VFX IGNITES FINAL DESTINATION BLOODLINES
    By CHRIS McGOWAN Images courtesy of Warner Bros. Pictures. Final Destination Bloodlines, the sixth installment in the graphic horror series, kicks off with the film’s biggest challenge – deploying an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant. While there in 1968, young Iris Campbellhas a premonition about the Skyview burning, cracking, crumbling and collapsing. Then, when she sees these events actually starting to happen around her, she intervenes and causes an evacuation of the tower, thus thwarting death’s design and saving many lives. Years later, her granddaughter, Stefani Reyes, inherits the vision of the destruction that could have occurred and realizes death is still coming for the survivors. “I knew we couldn’t put the wholeon fire, but Tonytried and put as much fire as he could safely and then we just built off thatand added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction that can’t be simulated, so I think it was a success in terms of blending that practical with the visual.” —Nordin Rahhali, VFX Supervisor The film opens with an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant – and its collapse. Drone footage was digitized to create a 3D asset for the LED wall so the time of day could be changed as needed. “The set that the directors wanted was very large,” says Nordin Rahhali, VFX Supervisor. “We had limited space options in stages given the scale and the footprint of the actual restaurant that they wanted. It was the first set piece, the first big thing we shot, so we had to get it all ready and going right off the bat. We built a bigger volume for our needs, including an LED wall that we built the assets for.” “We were outside Vancouver at Bridge Studios in Burnaby. The custom-built LED volume was a little over 200 feet in length” states Christian Sebaldt, ASC, the movie’s DP. The volume was 98 feet in diameter and 24 feet tall. Rahhali explains, “Pixomondo was the vendor that we contracted to come in and build the volume. They also built the asset that went on the LED wall, so they were part of our filming team and production shoot. Subsequently, they were also the main vendor doing post, which was by design. By having them design and take care of the asset during production, we were able to leverage their assets, tools and builds for some of the post VFX.” Rahhali adds, “It was really important to make sure we had days with the volume team and with Christian and his camera team ahead of the shoot so we could dial it in.” Built at Bridge Studios in Burnaby outside Vancouver, the custom-built LED volume for events at the Skyview restaurant was over 200 feet long, 98 feet wide and 24 feet tall. Extensive previs with Digital Domain was done to advance key shots.Zach Lipovsky and Adam Stein directed Final Destination Bloodlines for New Line film, distributed by Warner Bros., in which chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated death at some point. Pixomondo was the lead VFX vendor, followed by FOLKS VFX. Picture Shop also contributed. There were around 800 VFX shots. Tony Lazarowich was the Special Effects Supervisor. “The Skyview restaurant involved building a massive setwas fire retardant, which meant the construction took longer than normal because they had to build it with certain materials and coat it with certain things because, obviously, it serves for the set piece. As it’s falling into chaos, a lot of that fire was practical. I really jived with what Christian and directors wanted and how Tony likes to work – to augment as much real practical stuff as possible,” Rahhali remarks. “I knew we couldn’t put the whole thing on fire, but Tony tried and put as much fire as he could safely, and then we just built off thatand added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction can’t be simulated, so I think it was a success in terms of blending that practical with the visual.” The Skyview restaurant required building a massive set that was fire retardant. Construction on the set took longer because it had to be built and coated with special materials. As the Skyview restaurant falls into chaos, much of the fire was practical.“We got all the Vancouver skylineso we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.” —Christian Sebaldt, ASC, Director of Photography For drone shots, the team utilized a custom heavy-lift drone with three RED Komodo Digital Cinema cameras “giving us almost 180 degrees with overlap that we would then stitch in post and have a ridiculous amount of resolution off these three cameras,” Sebaldt states. “The other drone we used was a DJI Inspire 3, which was also very good. And we flew these drones up at the height. We flew them at different times of day. We flew full 360s, and we also used them for photogrammetry. We got all the Vancouver skyline so we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.” Rahhali adds, “All of this allowed us to figure out what we were going to shoot. We had the stage build, and we had the drone footage that we then digitized and created a 3D asset to go on the wallwe could change the times of day” Pixomondo built the volume and the asset that went on the LED wall for the Skyview sequence. They were also the main vendor during post. FOLKS VFX and Picture Shop contributed.“We did extensive previs with Digital Domain,” Rahhali explains. “That was important because we knew the key shots that the directors wanted. With a combination of those key shots, we then kind of reverse-engineeredwhile we did techvis off the previs and worked with Christian and the art department so we would have proper flexibility with the set to be able to pull off some of these shots.some of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paulas he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.” Some shots required the Skyview’s ceiling to be lifted and partially removed to get a crane to shoot Paul Campbellas he’s about to fall. The character Iris lived in a fortified house, isolating herself methodically to avoid the Grim Reaper. Rahhali comments, “That was a beautiful locationGVRD, very cold. It was a long, hard shoot, because it was all nights. It was just this beautiful pocket out in the middle of the mountains. We in visual effects didn’t do a ton other than a couple of clean-ups of the big establishing shots when you see them pull up to the compound. We had to clean up small roads we wanted to make look like one road and make the road look like dirt.” There were flames involved. Sebaldt says, “The explosionwas unbelievably big. We had eight cameras on it at night and shot it at high speed, and we’re all going ‘Whoa.’” Rahhali notes, “There was some clean-up, but the explosion was 100% practical. Our Special Effects Supervisor, Tony, went to town on that. He blew up the whole house, and it looked spectacular.” The tattoo shop piercing scene is one of the most talked-about sequences in the movie, where a dangling chain from a ceiling fan attaches itself to the septum nose piercing of Erik Campbelland drags him toward a raging fire. Rahhali observes, “That was very Final Destination and a great Rube Goldberg build-up event. Richard was great. He was tied up on a stunt line for most of it, balancing on top of furniture. All of that was him doing it for real with a stunt line.” Some effects solutions can be surprisingly extremely simple. Rahhali continues, “Our producercame up with a great gagseptum ring.” Richard’s nose was connected with just a nose plug that went inside his nostrils. “All that tugging and everything that you’re seeing was real. For weeks and weeks, we were all trying to figure out how to do it without it being a big visual effects thing. ‘How are we gonna pull his nose for real?’ Craig said, ‘I have these things I use to help me open up my nose and you can’t really see them.’ They built it off of that, and it looked great.” Filmmakers spent weeks figuring out how to execute the harrowing tattoo shop scene. A dangling chain from a ceiling fan attaches itself to the septum nose ring of Erik Campbell– with the actor’s nose being tugged by the chain connected to a nose plug that went inside his nostrils. “ome of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paulas he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.” —Nordin Rahhali, VFX Supervisor Most of the fire in the tattoo parlor was practical. “There are some fire bars and stuff that you’re seeing in there from SFX and the big pool of fire on the wide shots.” Sebaldt adds, “That was a lot of fun to shoot because it’s so insane when he’s dancing and balancing on all this stuff – we were laughing and laughing. We were convinced that this was going to be the best scene in the movie up to that moment.” Rahhali says, “They used the scene wholesale for the trailer. It went viral – people were taking out their septum rings.” Erik survives the parlor blaze only to meet his fate in a hospital when he is pulled by a wheelchair into an out-of-control MRI machine at its highest magnetic level. Rahhali comments, “That is a good combination of a bunch of different departments. Our Stunt Coordinator, Simon Burnett, came up with this hard pull-wire linewhen Erik flies and hits the MRI. That’s a real stunt with a double, and he hit hard. All the other shots are all CG wheelchairs because the directors wanted to art-direct how the crumpling metal was snapping and bending to show pressure on him as his body starts going into the MRI.” To augment the believability that comes with reality, the directors aimed to capture as much practically as possible, then VFX Supervisor Nordin Rahhali and his team built on that result.A train derailment concludes the film after Stefani and her brother, Charlie, realize they are still on death’s list. A train goes off the tracks, and logs from one of the cars fly though the air and kills them. “That one was special because it’s a hard sequence and was also shot quite late, so we didn’t have a lot of time. We went back to Vancouver and shot the actual street, and we shot our actors performing. They fell onto stunt pads, and the moment they get touched by the logs, it turns into CG as it was the only way to pull that off and the train of course. We had to add all that. The destruction of the houses and everything was done in visual effects.” Erik survives the tattoo parlor blaze only to meet his fate in a hospital when he is crushed by a wheelchair while being pulled into an out-of-control MRI machine. Erikappears about to be run over by a delivery truck at the corner of 21A Ave. and 132A St., but he’s not – at least not then. The truck is actually on the opposite side of the road, and the person being run over is Howard. A rolling penny plays a major part in the catastrophic chain reactions and seems to be a character itself. “The magic penny was a mix from two vendors, Pixomondo and FOLKS; both had penny shots,” Rahhali says. “All the bouncing pennies you see going through the vents and hitting the fan blade are all FOLKS. The bouncing penny at the end as a lady takes it out of her purse, that goes down the ramp and into the rail – that’s FOLKS. The big explosion shots in the Skyview with the penny slowing down after the kid throws itare all Pixomondo shots. It was a mix. We took a little time to find that balance between readability and believability.” Approximately 800 VFX shots were required for Final Destination Bloodlines.Chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated Death at some point in the Final Destination films. From left: Kaitlyn Santa Juana as Stefani Reyes, director Adam Stein, director Zach Lipovsky and Gabrielle Rose as Iris.Rahhali adds, “The film is a great collaboration of departments. Good visual effects are always a good combination of special effects, makeup effects and cinematography; it’s all the planning of all the pieces coming together. For a film of this size, I’m really proud of the work. I think we punched above our weight class, and it looks quite good.” #explosive #mix #sfx #vfx #ignites
    WWW.VFXVOICE.COM
    AN EXPLOSIVE MIX OF SFX AND VFX IGNITES FINAL DESTINATION BLOODLINES
    By CHRIS McGOWAN Images courtesy of Warner Bros. Pictures. Final Destination Bloodlines, the sixth installment in the graphic horror series, kicks off with the film’s biggest challenge – deploying an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant. While there in 1968, young Iris Campbell (Brec Bassinger) has a premonition about the Skyview burning, cracking, crumbling and collapsing. Then, when she sees these events actually starting to happen around her, she intervenes and causes an evacuation of the tower, thus thwarting death’s design and saving many lives. Years later, her granddaughter, Stefani Reyes (Kaitlyn Santa Juana), inherits the vision of the destruction that could have occurred and realizes death is still coming for the survivors. “I knew we couldn’t put the whole [Skyview restaurant] on fire, but Tony [Lazarowich, Special Effects Supervisor] tried and put as much fire as he could safely and then we just built off that [in VFX] and added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction that can’t be simulated, so I think it was a success in terms of blending that practical with the visual.” —Nordin Rahhali, VFX Supervisor The film opens with an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant – and its collapse. Drone footage was digitized to create a 3D asset for the LED wall so the time of day could be changed as needed. “The set that the directors wanted was very large,” says Nordin Rahhali, VFX Supervisor. “We had limited space options in stages given the scale and the footprint of the actual restaurant that they wanted. It was the first set piece, the first big thing we shot, so we had to get it all ready and going right off the bat. We built a bigger volume for our needs, including an LED wall that we built the assets for.” “We were outside Vancouver at Bridge Studios in Burnaby. The custom-built LED volume was a little over 200 feet in length” states Christian Sebaldt, ASC, the movie’s DP. The volume was 98 feet in diameter and 24 feet tall. Rahhali explains, “Pixomondo was the vendor that we contracted to come in and build the volume. They also built the asset that went on the LED wall, so they were part of our filming team and production shoot. Subsequently, they were also the main vendor doing post, which was by design. By having them design and take care of the asset during production, we were able to leverage their assets, tools and builds for some of the post VFX.” Rahhali adds, “It was really important to make sure we had days with the volume team and with Christian and his camera team ahead of the shoot so we could dial it in.” Built at Bridge Studios in Burnaby outside Vancouver, the custom-built LED volume for events at the Skyview restaurant was over 200 feet long, 98 feet wide and 24 feet tall. Extensive previs with Digital Domain was done to advance key shots. (Photo: Eric Milner) Zach Lipovsky and Adam Stein directed Final Destination Bloodlines for New Line film, distributed by Warner Bros., in which chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated death at some point. Pixomondo was the lead VFX vendor, followed by FOLKS VFX. Picture Shop also contributed. There were around 800 VFX shots. Tony Lazarowich was the Special Effects Supervisor. “The Skyview restaurant involved building a massive set [that] was fire retardant, which meant the construction took longer than normal because they had to build it with certain materials and coat it with certain things because, obviously, it serves for the set piece. As it’s falling into chaos, a lot of that fire was practical. I really jived with what Christian and directors wanted and how Tony likes to work – to augment as much real practical stuff as possible,” Rahhali remarks. “I knew we couldn’t put the whole thing on fire, but Tony tried and put as much fire as he could safely, and then we just built off that [in VFX] and added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction can’t be simulated, so I think it was a success in terms of blending that practical with the visual.” The Skyview restaurant required building a massive set that was fire retardant. Construction on the set took longer because it had to be built and coated with special materials. As the Skyview restaurant falls into chaos, much of the fire was practical. (Photo: Eric Milner) “We got all the Vancouver skyline [with drones] so we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.” —Christian Sebaldt, ASC, Director of Photography For drone shots, the team utilized a custom heavy-lift drone with three RED Komodo Digital Cinema cameras “giving us almost 180 degrees with overlap that we would then stitch in post and have a ridiculous amount of resolution off these three cameras,” Sebaldt states. “The other drone we used was a DJI Inspire 3, which was also very good. And we flew these drones up at the height [we needed]. We flew them at different times of day. We flew full 360s, and we also used them for photogrammetry. We got all the Vancouver skyline so we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.” Rahhali adds, “All of this allowed us to figure out what we were going to shoot. We had the stage build, and we had the drone footage that we then digitized and created a 3D asset to go on the wall [so] we could change the times of day” Pixomondo built the volume and the asset that went on the LED wall for the Skyview sequence. They were also the main vendor during post. FOLKS VFX and Picture Shop contributed. (Photo: Eric Milner) “We did extensive previs with Digital Domain,” Rahhali explains. “That was important because we knew the key shots that the directors wanted. With a combination of those key shots, we then kind of reverse-engineered [them] while we did techvis off the previs and worked with Christian and the art department so we would have proper flexibility with the set to be able to pull off some of these shots. [For example,] some of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paul [Max Lloyd-Jones] as he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.” Some shots required the Skyview’s ceiling to be lifted and partially removed to get a crane to shoot Paul Campbell (Max Lloyd-Jones) as he’s about to fall. The character Iris lived in a fortified house, isolating herself methodically to avoid the Grim Reaper. Rahhali comments, “That was a beautiful location [in] GVRD [Greater Vancouver], very cold. It was a long, hard shoot, because it was all nights. It was just this beautiful pocket out in the middle of the mountains. We in visual effects didn’t do a ton other than a couple of clean-ups of the big establishing shots when you see them pull up to the compound. We had to clean up small roads we wanted to make look like one road and make the road look like dirt.” There were flames involved. Sebaldt says, “The explosion [of Iris’s home] was unbelievably big. We had eight cameras on it at night and shot it at high speed, and we’re all going ‘Whoa.’” Rahhali notes, “There was some clean-up, but the explosion was 100% practical. Our Special Effects Supervisor, Tony, went to town on that. He blew up the whole house, and it looked spectacular.” The tattoo shop piercing scene is one of the most talked-about sequences in the movie, where a dangling chain from a ceiling fan attaches itself to the septum nose piercing of Erik Campbell (Richard Harmon) and drags him toward a raging fire. Rahhali observes, “That was very Final Destination and a great Rube Goldberg build-up event. Richard was great. He was tied up on a stunt line for most of it, balancing on top of furniture. All of that was him doing it for real with a stunt line.” Some effects solutions can be surprisingly extremely simple. Rahhali continues, “Our producer [Craig Perry] came up with a great gag [for the] septum ring.” Richard’s nose was connected with just a nose plug that went inside his nostrils. “All that tugging and everything that you’re seeing was real. For weeks and weeks, we were all trying to figure out how to do it without it being a big visual effects thing. ‘How are we gonna pull his nose for real?’ Craig said, ‘I have these things I use to help me open up my nose and you can’t really see them.’ They built it off of that, and it looked great.” Filmmakers spent weeks figuring out how to execute the harrowing tattoo shop scene. A dangling chain from a ceiling fan attaches itself to the septum nose ring of Erik Campbell (Richard Harmon) – with the actor’s nose being tugged by the chain connected to a nose plug that went inside his nostrils. “[S]ome of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paul [Campbell] as he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.” —Nordin Rahhali, VFX Supervisor Most of the fire in the tattoo parlor was practical. “There are some fire bars and stuff that you’re seeing in there from SFX and the big pool of fire on the wide shots.” Sebaldt adds, “That was a lot of fun to shoot because it’s so insane when he’s dancing and balancing on all this stuff – we were laughing and laughing. We were convinced that this was going to be the best scene in the movie up to that moment.” Rahhali says, “They used the scene wholesale for the trailer. It went viral – people were taking out their septum rings.” Erik survives the parlor blaze only to meet his fate in a hospital when he is pulled by a wheelchair into an out-of-control MRI machine at its highest magnetic level. Rahhali comments, “That is a good combination of a bunch of different departments. Our Stunt Coordinator, Simon Burnett, came up with this hard pull-wire line [for] when Erik flies and hits the MRI. That’s a real stunt with a double, and he hit hard. All the other shots are all CG wheelchairs because the directors wanted to art-direct how the crumpling metal was snapping and bending to show pressure on him as his body starts going into the MRI.” To augment the believability that comes with reality, the directors aimed to capture as much practically as possible, then VFX Supervisor Nordin Rahhali and his team built on that result. (Photo: Eric Milner) A train derailment concludes the film after Stefani and her brother, Charlie, realize they are still on death’s list. A train goes off the tracks, and logs from one of the cars fly though the air and kills them. “That one was special because it’s a hard sequence and was also shot quite late, so we didn’t have a lot of time. We went back to Vancouver and shot the actual street, and we shot our actors performing. They fell onto stunt pads, and the moment they get touched by the logs, it turns into CG as it was the only way to pull that off and the train of course. We had to add all that. The destruction of the houses and everything was done in visual effects.” Erik survives the tattoo parlor blaze only to meet his fate in a hospital when he is crushed by a wheelchair while being pulled into an out-of-control MRI machine. Erik (Richard Harmon) appears about to be run over by a delivery truck at the corner of 21A Ave. and 132A St., but he’s not – at least not then. The truck is actually on the opposite side of the road, and the person being run over is Howard. A rolling penny plays a major part in the catastrophic chain reactions and seems to be a character itself. “The magic penny was a mix from two vendors, Pixomondo and FOLKS; both had penny shots,” Rahhali says. “All the bouncing pennies you see going through the vents and hitting the fan blade are all FOLKS. The bouncing penny at the end as a lady takes it out of her purse, that goes down the ramp and into the rail – that’s FOLKS. The big explosion shots in the Skyview with the penny slowing down after the kid throws it [off the deck] are all Pixomondo shots. It was a mix. We took a little time to find that balance between readability and believability.” Approximately 800 VFX shots were required for Final Destination Bloodlines. (Photo: Eric Milner) Chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated Death at some point in the Final Destination films. From left: Kaitlyn Santa Juana as Stefani Reyes, director Adam Stein, director Zach Lipovsky and Gabrielle Rose as Iris. (Photo: Eric Milner) Rahhali adds, “The film is a great collaboration of departments. Good visual effects are always a good combination of special effects, makeup effects and cinematography; it’s all the planning of all the pieces coming together. For a film of this size, I’m really proud of the work. I think we punched above our weight class, and it looks quite good.”
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  • How much does your road weigh?

    The ways roads are used, with ever larger and heavier vehicles, have dramatic consequences on the environment – and electric cars are not the answer
    Today, there is an average of 37 tonnes of road per inhabitant of the planet. The weight of the road network alone accounts for a third of all construction worldwide, and has grown exponentially in the 20th century. There is 10 times more bitumen, in mass, than there are living animals. Yet growth in the mass of roads does not automatically correspond to population growth, or translate into increased length of road networks. In wealthier countries, the number of metres of road per inhabitant has actually fallen over the last century. In the United States, for instance, between 1905 and 2015 the length of the network increased by a factor of 1.75 and the population by a factor of 3.8, compared with 21 for the mass of roads. Roads have become wider and, above all, much thicker. To understand the evolution of these parameters, and their environmental impact, it is helpful to trace the different stages in the life of the motorway. 
    Until the early 20th century, roads were used for various modes of transport, including horses, bicycles, pedestrians and trams; as a result of the construction of railways, road traffic even declined in some European countries in the 19th century. The main novelty brought by the motorway was that they would be reserved for motorised traffic. In several languages, the word itself – autostrada, autobahn, autoroute or motorway – speaks of this exclusivity. 
    Roman roads varied from simple corduroy roads, made by placing logs perpendicular to the direction of the road over a low or swampy area, to paved roads, as this engraving from Jean Rondelet’s 19th‑century Traité Théorique et Pratique de l’Art de Bâtir shows. Using deep roadbeds of tamped rubble as an underlying layer to ensure that they kept dry, major roads were often stone-paved, metalled, cambered for drainage and flanked by footpaths, bridleways and drainage ditches

    Like any major piece of infrastructure, motorways became the subject of ideological discourse, long before any shovel hit the ground; politicians underlined their role in the service of the nation, how they would contribute to progress, development, the economy, modernity and even civilisation. The inauguration ceremony for the construction of the first autostrada took place in March 1923, presided over by Italy’s prime minister Benito Mussolini. The second major motorway programme was announced by the Nazi government in 1933, with a national network planned to be around 7,000 kilometres long. In his 2017 book Driving Modernity: Technology, Experts, Politics, and Fascist Motorways, 1922–1943, historian Massimo Moraglio shows how both programmes were used as propaganda tools by the regimes, most notably at the international road congresses in Milan in 1926 and Munich in 1934. In the European postwar era, the notion of the ‘civilising’ effect of roads persevered. In 1962, Valéry Giscard d’Estaing, then‑secretary of state for finances and later president of France, argued that expanded motorways would bring ‘progress, activity and life’.
    This discourse soon butted up against the realities of how motorways affected individuals and communities. In his 2011 book Fighting Traffic: The Dawn of the Motor Age in the American City, Peter D Norton explores the history of resistance to the imposition of motorised traffic in North American cities. Until the 1920s, there was a perception that cars were dangerous newcomers, and that other street and road uses – especially walking – were more legitimate. Cars were associated with speed and danger; restrictions on motorists, especially speed limits, were routine. 
    Built between 1962 and 1970, the Westway was London’s first urban motorway, elevated above the city to use less land. Construction workers are seen stressing the longitudinal soffit cables inside the box section of the deck units to achieve the bearing capacity necessary to carry the weight of traffic
    Credit: Heritage Image Partnership Ltd / Alamy
    To gain domination over cities, motor vehicles had to win priority over other street uses. Rather than restricting the flow of vehicles to minimise the risk of road accidents, a specific infrastructure was dedicated to them: both inner‑city roads and motorways. Cutting through the landscape, the motorway had, by definition, to be inaccessible by any other means of transport than motorised vehicle. To guarantee the fluidity of traffic, the construction of imposing bridges, tunnels and interchanges is necessary, particularly at junctions with other roads, railways or canals. This prioritisation of one type of user inevitably impacts journeys for others; as space is fragmented, short journeys are lengthened for those trying to navigate space by foot or bicycle. 
    Enabling cars to drive at around 110–140km/h on motorways, as modern motorways do, directly impacts their design, with major environmental effects: the gradient has to be gentle, the curves longand the lanes wide, to allow vehicles to overtake each other safely. As much terrain around the world is not naturally suited to these requirements, the earthworks are considerable: in France, the construction of a metre of highway requires moving some 100m3 of earth, and when the soil is soft, full of clay or peat, it is made firmer with hydraulic lime and cement before the highway’s first sub‑layers are laid. This material cost reinforces the criticisms levelled in the 1960s, by the likes of Jane Jacobs and Lewis Mumford, at urban planning that prioritised the personal motor vehicle.
    When roads are widened to accommodate more traffic, buildings are sliced and demolished, as happened in Dhaka’s Bhasantek Road in 2021
    Credit: Dhaka Tribune
    Once built, the motorway is never inert. Motorway projects today generally anticipate future expansion, and include a large median strip of 12m between the lanes, with a view to adding new ones. Increases in speed and vehicle sizes have also translated into wider lanes, from 2.5m in 1945 to 3.5m today. The average contemporary motorway footprint is therefore 100 square metres per linear metre. Indeed, although the construction of a road is supposed to reduce congestion, it also generates new traffic and, therefore, new congestion. This is the principle of ‘induced traffic’: the provision of extra road capacity results in a greater volume of traffic.
    The Katy Freeway in Texas famously illustrates this dynamic. Built as a regular six‑lane highway in the 1960s, it was called the second worst bottleneck in the nation by 2004, wasting 25 million hours a year of commuter time. In 2011, the state of Texas invested USbillion to fix this problem, widening the road to a staggering total of 26 lanes. By 2014, the morning and afternoon traffic had both increased again. The vicious circle based on the induced traffic has been empirically demonstrated in most countries: traffic has continued to increase and congestion remains unresolved, leading to ever-increasing emissions. In the EU, transport is the only sector where greenhouse gas emissions have increased in the past three decades, rising 33.5 per cent between 1990 and 2019. Transport accounts for around a fifth of global CO₂ emissions today, with three quarters of this figure linked to road transport.
    Houston’s Katy Freeway is one of the world’s widest motorways, with 26 lanes. Its last expansion, in 2008, was initially hailed as a success, but within five years, peak travel times were longer than before the expansion – a direct illustration of the principle of induced traffic
    Credit: Smiley N Pool / Houston Chronicle / Getty
    Like other large transport infrastructures such as ports and airports, motorways are designed for the largest and heaviest vehicles. Engineers, road administrations and politicians have known since the 1950s that one truck represents millions of cars: the impact of a vehicle on the roadway is exponential to its weight – an online ‘road damage calculator’ allows you to compare the damage done by different types of vehicles to the road. Over the years, heavier and heavier trucks have been authorised to operate on roads: from 8‑tonne trucks in 1945 to 44 tonnes nowadays. The European Parliament adopted a revised directive on 12 March 2024 authorising mega‑trucks to travel on European roads; they can measure up to 25 metres and weigh up to 60 tonnes, compared with the previous limits of 18.75 metres and 44 tonnes. This is a political and economic choice with considerable material effects: thickness, rigidity of sub‑bases and consolidation of soil and subsoil with lime and cement. Altogether, motorways are 10 times thicker than large roads from the late 19th century. In France, it takes an average of 30 tonnes of sand and aggregate to build one linear metre of motorway, 100 times more than cement and bitumen. 
    The material history of road networks is a history of quarrying and environmental damage. The traces of roads can also be seen in rivers emptied of their sediment, the notches of quarries in the hills and the furrows of dredgers extracting sand from the seabed. This material extraction, arguably the most significant in human history, has dramatic ecological consequences for rivers, groundwater tables, the rise of sea levels and saltwater in farmlands, as well as biodiversity. As sand is ubiquitous and very cheap, the history of roads is also the history of a local extractivism and environmental conflicts around the world. 
    Shoving and rutting is the bulging and rippling of the pavement surface. Once built, roads require extensive maintenance – the heavier the vehicles, the quicker the damage. From pothole repair to the full resurfacing of a road, maintenance contributes to keeping road users safe
    Credit: Yakov Oskanov / Alamy
    Once roads are built and extended, they need to be maintained to support the circulation of lorries and, by extension, commodities. This stage is becoming increasingly important as rail freight, which used to be important in countries such as France and the UK, is declining, accounting for no more than 10 per cent of the transport of commodities. Engineers might judge that a motorway is destined to last 20 years or so, but this prognosis will be significantly reduced with heavy traffic. The same applies to the thousands of motorway bridges: in the UK, nearly half of the 9,000 highway bridges are in poor condition; in France, 7 per cent of the 12,000 bridges are in danger of collapsing, as did Genoa’s Morandi bridge in 2018. If only light vehicles drove on it, this infrastructure would last much longer.
    This puts into perspective governments’ insistence on ‘greening’ the transport sector by targeting CO2 emissions alone, typically by promoting the use of electric vehicles. Public policies prioritising EVs do nothing to change the mass of roads or the issue of their maintenance – even if lorries were to run on clean air, massive quarrying would still be necessary. A similar argument plays out with regard to canals and ports, which have been constantly widened and deepened for decades to accommodate ever-larger oil tankers or container ships. The simple operation of these infrastructures, dimensioned for the circulation of commodities and not humans, requires permanent dredging of large volumes. The environmental problem of large transport infrastructure goes beyond the type of energy used: it is, at its root, free and globalised trade.
    ‘The material life cycle of motorways is relentless: constructing, maintaining, widening, thickening, repairing’
    As both a material and ideological object, the motorway fixes certain political choices in the landscape. Millions of kilometres of road continue to be asphalted, widened and thickened around the world to favour cars and lorries. In France, more than 80 per cent of today’s sand and aggregate extraction is used for civil engineering works – the rest goes to buildings. Even if no more buildings, roads or other infrastructures were to be built, phenomenal quantities of sand and aggregates would still need to be extracted in order to maintain existing road networks. The material life cycle of motorways is relentless: constructing, maintaining, widening, thickening, repairing, adding new structures such as wildlife crossings, more maintaining. 
    Rising traffic levels are always deemed positive by governments for a country’s economy and development. As Christopher Wells shows in his 2014 book Car Country: An Environmental History, car use becomes necessary in an environment where everything has been planned for the car, from the location of public services and supermarkets to residential and office areas. Similarly, when an entire economy is based on globalised trade and just‑in‑time logistics, the lorry and the container ship become vital. 
    The final stage in the life of a piece of motorway infrastructure is dismantling. Like the other stages, this one is not a natural outcome but the fruit of political choices – which should be democratic – regarding how we wish to use existing roads. Dismantling, which is essential if we are to put an end to the global extractivism of sand and aggregates, does not mean destruction: if bicycles and pedestrians were to use them instead, maintenance would be minimal. This final stage requires a paradigm shift away from the eternal adaptation to increasing traffic. Replacing cars and lorries with public transport and rail freight would be a first step. But above all, a different political and spatial organisation of economic activities is necessary, and ultimately, an end to globalised, just-in-time trade and logistics.
    In 1978, a row of cars parked at a shopping centre in Connecticut was buried under a thick layer of gooey asphalt. The Ghost Parking Lot, one of the first projects by James Wines’ practice SITE, became a playground for skateboarders until it was removed in 2003. Images of this lumpy landscape serve as allegories of the damage caused by reliance on the automobile
    Credit: Project by SITE

    Lead image: Some road damage is beyond repair, as when a landslide caused a large chunk of the Gothenburg–Oslo motorway to collapse in 2023. Such dramatic events remind us of both the fragility of these seemingly robust infrastructures, and the damage that extensive construction does to the planet. Credit: Hanna Brunlöf Windell / TT / Shutterstock

    2025-06-03
    Reuben J Brown

    Share
    #how #much #does #your #road
    How much does your road weigh?
    The ways roads are used, with ever larger and heavier vehicles, have dramatic consequences on the environment – and electric cars are not the answer Today, there is an average of 37 tonnes of road per inhabitant of the planet. The weight of the road network alone accounts for a third of all construction worldwide, and has grown exponentially in the 20th century. There is 10 times more bitumen, in mass, than there are living animals. Yet growth in the mass of roads does not automatically correspond to population growth, or translate into increased length of road networks. In wealthier countries, the number of metres of road per inhabitant has actually fallen over the last century. In the United States, for instance, between 1905 and 2015 the length of the network increased by a factor of 1.75 and the population by a factor of 3.8, compared with 21 for the mass of roads. Roads have become wider and, above all, much thicker. To understand the evolution of these parameters, and their environmental impact, it is helpful to trace the different stages in the life of the motorway.  Until the early 20th century, roads were used for various modes of transport, including horses, bicycles, pedestrians and trams; as a result of the construction of railways, road traffic even declined in some European countries in the 19th century. The main novelty brought by the motorway was that they would be reserved for motorised traffic. In several languages, the word itself – autostrada, autobahn, autoroute or motorway – speaks of this exclusivity.  Roman roads varied from simple corduroy roads, made by placing logs perpendicular to the direction of the road over a low or swampy area, to paved roads, as this engraving from Jean Rondelet’s 19th‑century Traité Théorique et Pratique de l’Art de Bâtir shows. Using deep roadbeds of tamped rubble as an underlying layer to ensure that they kept dry, major roads were often stone-paved, metalled, cambered for drainage and flanked by footpaths, bridleways and drainage ditches Like any major piece of infrastructure, motorways became the subject of ideological discourse, long before any shovel hit the ground; politicians underlined their role in the service of the nation, how they would contribute to progress, development, the economy, modernity and even civilisation. The inauguration ceremony for the construction of the first autostrada took place in March 1923, presided over by Italy’s prime minister Benito Mussolini. The second major motorway programme was announced by the Nazi government in 1933, with a national network planned to be around 7,000 kilometres long. In his 2017 book Driving Modernity: Technology, Experts, Politics, and Fascist Motorways, 1922–1943, historian Massimo Moraglio shows how both programmes were used as propaganda tools by the regimes, most notably at the international road congresses in Milan in 1926 and Munich in 1934. In the European postwar era, the notion of the ‘civilising’ effect of roads persevered. In 1962, Valéry Giscard d’Estaing, then‑secretary of state for finances and later president of France, argued that expanded motorways would bring ‘progress, activity and life’. This discourse soon butted up against the realities of how motorways affected individuals and communities. In his 2011 book Fighting Traffic: The Dawn of the Motor Age in the American City, Peter D Norton explores the history of resistance to the imposition of motorised traffic in North American cities. Until the 1920s, there was a perception that cars were dangerous newcomers, and that other street and road uses – especially walking – were more legitimate. Cars were associated with speed and danger; restrictions on motorists, especially speed limits, were routine.  Built between 1962 and 1970, the Westway was London’s first urban motorway, elevated above the city to use less land. Construction workers are seen stressing the longitudinal soffit cables inside the box section of the deck units to achieve the bearing capacity necessary to carry the weight of traffic Credit: Heritage Image Partnership Ltd / Alamy To gain domination over cities, motor vehicles had to win priority over other street uses. Rather than restricting the flow of vehicles to minimise the risk of road accidents, a specific infrastructure was dedicated to them: both inner‑city roads and motorways. Cutting through the landscape, the motorway had, by definition, to be inaccessible by any other means of transport than motorised vehicle. To guarantee the fluidity of traffic, the construction of imposing bridges, tunnels and interchanges is necessary, particularly at junctions with other roads, railways or canals. This prioritisation of one type of user inevitably impacts journeys for others; as space is fragmented, short journeys are lengthened for those trying to navigate space by foot or bicycle.  Enabling cars to drive at around 110–140km/h on motorways, as modern motorways do, directly impacts their design, with major environmental effects: the gradient has to be gentle, the curves longand the lanes wide, to allow vehicles to overtake each other safely. As much terrain around the world is not naturally suited to these requirements, the earthworks are considerable: in France, the construction of a metre of highway requires moving some 100m3 of earth, and when the soil is soft, full of clay or peat, it is made firmer with hydraulic lime and cement before the highway’s first sub‑layers are laid. This material cost reinforces the criticisms levelled in the 1960s, by the likes of Jane Jacobs and Lewis Mumford, at urban planning that prioritised the personal motor vehicle. When roads are widened to accommodate more traffic, buildings are sliced and demolished, as happened in Dhaka’s Bhasantek Road in 2021 Credit: Dhaka Tribune Once built, the motorway is never inert. Motorway projects today generally anticipate future expansion, and include a large median strip of 12m between the lanes, with a view to adding new ones. Increases in speed and vehicle sizes have also translated into wider lanes, from 2.5m in 1945 to 3.5m today. The average contemporary motorway footprint is therefore 100 square metres per linear metre. Indeed, although the construction of a road is supposed to reduce congestion, it also generates new traffic and, therefore, new congestion. This is the principle of ‘induced traffic’: the provision of extra road capacity results in a greater volume of traffic. The Katy Freeway in Texas famously illustrates this dynamic. Built as a regular six‑lane highway in the 1960s, it was called the second worst bottleneck in the nation by 2004, wasting 25 million hours a year of commuter time. In 2011, the state of Texas invested USbillion to fix this problem, widening the road to a staggering total of 26 lanes. By 2014, the morning and afternoon traffic had both increased again. The vicious circle based on the induced traffic has been empirically demonstrated in most countries: traffic has continued to increase and congestion remains unresolved, leading to ever-increasing emissions. In the EU, transport is the only sector where greenhouse gas emissions have increased in the past three decades, rising 33.5 per cent between 1990 and 2019. Transport accounts for around a fifth of global CO₂ emissions today, with three quarters of this figure linked to road transport. Houston’s Katy Freeway is one of the world’s widest motorways, with 26 lanes. Its last expansion, in 2008, was initially hailed as a success, but within five years, peak travel times were longer than before the expansion – a direct illustration of the principle of induced traffic Credit: Smiley N Pool / Houston Chronicle / Getty Like other large transport infrastructures such as ports and airports, motorways are designed for the largest and heaviest vehicles. Engineers, road administrations and politicians have known since the 1950s that one truck represents millions of cars: the impact of a vehicle on the roadway is exponential to its weight – an online ‘road damage calculator’ allows you to compare the damage done by different types of vehicles to the road. Over the years, heavier and heavier trucks have been authorised to operate on roads: from 8‑tonne trucks in 1945 to 44 tonnes nowadays. The European Parliament adopted a revised directive on 12 March 2024 authorising mega‑trucks to travel on European roads; they can measure up to 25 metres and weigh up to 60 tonnes, compared with the previous limits of 18.75 metres and 44 tonnes. This is a political and economic choice with considerable material effects: thickness, rigidity of sub‑bases and consolidation of soil and subsoil with lime and cement. Altogether, motorways are 10 times thicker than large roads from the late 19th century. In France, it takes an average of 30 tonnes of sand and aggregate to build one linear metre of motorway, 100 times more than cement and bitumen.  The material history of road networks is a history of quarrying and environmental damage. The traces of roads can also be seen in rivers emptied of their sediment, the notches of quarries in the hills and the furrows of dredgers extracting sand from the seabed. This material extraction, arguably the most significant in human history, has dramatic ecological consequences for rivers, groundwater tables, the rise of sea levels and saltwater in farmlands, as well as biodiversity. As sand is ubiquitous and very cheap, the history of roads is also the history of a local extractivism and environmental conflicts around the world.  Shoving and rutting is the bulging and rippling of the pavement surface. Once built, roads require extensive maintenance – the heavier the vehicles, the quicker the damage. From pothole repair to the full resurfacing of a road, maintenance contributes to keeping road users safe Credit: Yakov Oskanov / Alamy Once roads are built and extended, they need to be maintained to support the circulation of lorries and, by extension, commodities. This stage is becoming increasingly important as rail freight, which used to be important in countries such as France and the UK, is declining, accounting for no more than 10 per cent of the transport of commodities. Engineers might judge that a motorway is destined to last 20 years or so, but this prognosis will be significantly reduced with heavy traffic. The same applies to the thousands of motorway bridges: in the UK, nearly half of the 9,000 highway bridges are in poor condition; in France, 7 per cent of the 12,000 bridges are in danger of collapsing, as did Genoa’s Morandi bridge in 2018. If only light vehicles drove on it, this infrastructure would last much longer. This puts into perspective governments’ insistence on ‘greening’ the transport sector by targeting CO2 emissions alone, typically by promoting the use of electric vehicles. Public policies prioritising EVs do nothing to change the mass of roads or the issue of their maintenance – even if lorries were to run on clean air, massive quarrying would still be necessary. A similar argument plays out with regard to canals and ports, which have been constantly widened and deepened for decades to accommodate ever-larger oil tankers or container ships. The simple operation of these infrastructures, dimensioned for the circulation of commodities and not humans, requires permanent dredging of large volumes. The environmental problem of large transport infrastructure goes beyond the type of energy used: it is, at its root, free and globalised trade. ‘The material life cycle of motorways is relentless: constructing, maintaining, widening, thickening, repairing’ As both a material and ideological object, the motorway fixes certain political choices in the landscape. Millions of kilometres of road continue to be asphalted, widened and thickened around the world to favour cars and lorries. In France, more than 80 per cent of today’s sand and aggregate extraction is used for civil engineering works – the rest goes to buildings. Even if no more buildings, roads or other infrastructures were to be built, phenomenal quantities of sand and aggregates would still need to be extracted in order to maintain existing road networks. The material life cycle of motorways is relentless: constructing, maintaining, widening, thickening, repairing, adding new structures such as wildlife crossings, more maintaining.  Rising traffic levels are always deemed positive by governments for a country’s economy and development. As Christopher Wells shows in his 2014 book Car Country: An Environmental History, car use becomes necessary in an environment where everything has been planned for the car, from the location of public services and supermarkets to residential and office areas. Similarly, when an entire economy is based on globalised trade and just‑in‑time logistics, the lorry and the container ship become vital.  The final stage in the life of a piece of motorway infrastructure is dismantling. Like the other stages, this one is not a natural outcome but the fruit of political choices – which should be democratic – regarding how we wish to use existing roads. Dismantling, which is essential if we are to put an end to the global extractivism of sand and aggregates, does not mean destruction: if bicycles and pedestrians were to use them instead, maintenance would be minimal. This final stage requires a paradigm shift away from the eternal adaptation to increasing traffic. Replacing cars and lorries with public transport and rail freight would be a first step. But above all, a different political and spatial organisation of economic activities is necessary, and ultimately, an end to globalised, just-in-time trade and logistics. In 1978, a row of cars parked at a shopping centre in Connecticut was buried under a thick layer of gooey asphalt. The Ghost Parking Lot, one of the first projects by James Wines’ practice SITE, became a playground for skateboarders until it was removed in 2003. Images of this lumpy landscape serve as allegories of the damage caused by reliance on the automobile Credit: Project by SITE Lead image: Some road damage is beyond repair, as when a landslide caused a large chunk of the Gothenburg–Oslo motorway to collapse in 2023. Such dramatic events remind us of both the fragility of these seemingly robust infrastructures, and the damage that extensive construction does to the planet. Credit: Hanna Brunlöf Windell / TT / Shutterstock 2025-06-03 Reuben J Brown Share #how #much #does #your #road
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    How much does your road weigh?
    The ways roads are used, with ever larger and heavier vehicles, have dramatic consequences on the environment – and electric cars are not the answer Today, there is an average of 37 tonnes of road per inhabitant of the planet. The weight of the road network alone accounts for a third of all construction worldwide, and has grown exponentially in the 20th century. There is 10 times more bitumen, in mass, than there are living animals. Yet growth in the mass of roads does not automatically correspond to population growth, or translate into increased length of road networks. In wealthier countries, the number of metres of road per inhabitant has actually fallen over the last century. In the United States, for instance, between 1905 and 2015 the length of the network increased by a factor of 1.75 and the population by a factor of 3.8, compared with 21 for the mass of roads. Roads have become wider and, above all, much thicker. To understand the evolution of these parameters, and their environmental impact, it is helpful to trace the different stages in the life of the motorway.  Until the early 20th century, roads were used for various modes of transport, including horses, bicycles, pedestrians and trams; as a result of the construction of railways, road traffic even declined in some European countries in the 19th century. The main novelty brought by the motorway was that they would be reserved for motorised traffic. In several languages, the word itself – autostrada, autobahn, autoroute or motorway – speaks of this exclusivity.  Roman roads varied from simple corduroy roads, made by placing logs perpendicular to the direction of the road over a low or swampy area, to paved roads, as this engraving from Jean Rondelet’s 19th‑century Traité Théorique et Pratique de l’Art de Bâtir shows. Using deep roadbeds of tamped rubble as an underlying layer to ensure that they kept dry, major roads were often stone-paved, metalled, cambered for drainage and flanked by footpaths, bridleways and drainage ditches Like any major piece of infrastructure, motorways became the subject of ideological discourse, long before any shovel hit the ground; politicians underlined their role in the service of the nation, how they would contribute to progress, development, the economy, modernity and even civilisation. The inauguration ceremony for the construction of the first autostrada took place in March 1923, presided over by Italy’s prime minister Benito Mussolini. The second major motorway programme was announced by the Nazi government in 1933, with a national network planned to be around 7,000 kilometres long. In his 2017 book Driving Modernity: Technology, Experts, Politics, and Fascist Motorways, 1922–1943, historian Massimo Moraglio shows how both programmes were used as propaganda tools by the regimes, most notably at the international road congresses in Milan in 1926 and Munich in 1934. In the European postwar era, the notion of the ‘civilising’ effect of roads persevered. In 1962, Valéry Giscard d’Estaing, then‑secretary of state for finances and later president of France, argued that expanded motorways would bring ‘progress, activity and life’. This discourse soon butted up against the realities of how motorways affected individuals and communities. In his 2011 book Fighting Traffic: The Dawn of the Motor Age in the American City, Peter D Norton explores the history of resistance to the imposition of motorised traffic in North American cities. Until the 1920s, there was a perception that cars were dangerous newcomers, and that other street and road uses – especially walking – were more legitimate. Cars were associated with speed and danger; restrictions on motorists, especially speed limits, were routine.  Built between 1962 and 1970, the Westway was London’s first urban motorway, elevated above the city to use less land. Construction workers are seen stressing the longitudinal soffit cables inside the box section of the deck units to achieve the bearing capacity necessary to carry the weight of traffic Credit: Heritage Image Partnership Ltd / Alamy To gain domination over cities, motor vehicles had to win priority over other street uses. Rather than restricting the flow of vehicles to minimise the risk of road accidents, a specific infrastructure was dedicated to them: both inner‑city roads and motorways. Cutting through the landscape, the motorway had, by definition, to be inaccessible by any other means of transport than motorised vehicle. To guarantee the fluidity of traffic, the construction of imposing bridges, tunnels and interchanges is necessary, particularly at junctions with other roads, railways or canals. This prioritisation of one type of user inevitably impacts journeys for others; as space is fragmented, short journeys are lengthened for those trying to navigate space by foot or bicycle.  Enabling cars to drive at around 110–140km/h on motorways, as modern motorways do, directly impacts their design, with major environmental effects: the gradient has to be gentle (4 per cent), the curves long (1.5km in radius) and the lanes wide, to allow vehicles to overtake each other safely. As much terrain around the world is not naturally suited to these requirements, the earthworks are considerable: in France, the construction of a metre of highway requires moving some 100m3 of earth, and when the soil is soft, full of clay or peat, it is made firmer with hydraulic lime and cement before the highway’s first sub‑layers are laid. This material cost reinforces the criticisms levelled in the 1960s, by the likes of Jane Jacobs and Lewis Mumford, at urban planning that prioritised the personal motor vehicle. When roads are widened to accommodate more traffic, buildings are sliced and demolished, as happened in Dhaka’s Bhasantek Road in 2021 Credit: Dhaka Tribune Once built, the motorway is never inert. Motorway projects today generally anticipate future expansion (from 2×2 to 2×3 to 2×4 lanes), and include a large median strip of 12m between the lanes, with a view to adding new ones. Increases in speed and vehicle sizes have also translated into wider lanes, from 2.5m in 1945 to 3.5m today. The average contemporary motorway footprint is therefore 100 square metres per linear metre. Indeed, although the construction of a road is supposed to reduce congestion, it also generates new traffic and, therefore, new congestion. This is the principle of ‘induced traffic’: the provision of extra road capacity results in a greater volume of traffic. The Katy Freeway in Texas famously illustrates this dynamic. Built as a regular six‑lane highway in the 1960s, it was called the second worst bottleneck in the nation by 2004, wasting 25 million hours a year of commuter time. In 2011, the state of Texas invested US$2.8 billion to fix this problem, widening the road to a staggering total of 26 lanes. By 2014, the morning and afternoon traffic had both increased again. The vicious circle based on the induced traffic has been empirically demonstrated in most countries: traffic has continued to increase and congestion remains unresolved, leading to ever-increasing emissions. In the EU, transport is the only sector where greenhouse gas emissions have increased in the past three decades, rising 33.5 per cent between 1990 and 2019. Transport accounts for around a fifth of global CO₂ emissions today, with three quarters of this figure linked to road transport. Houston’s Katy Freeway is one of the world’s widest motorways, with 26 lanes. Its last expansion, in 2008, was initially hailed as a success, but within five years, peak travel times were longer than before the expansion – a direct illustration of the principle of induced traffic Credit: Smiley N Pool / Houston Chronicle / Getty Like other large transport infrastructures such as ports and airports, motorways are designed for the largest and heaviest vehicles. Engineers, road administrations and politicians have known since the 1950s that one truck represents millions of cars: the impact of a vehicle on the roadway is exponential to its weight – an online ‘road damage calculator’ allows you to compare the damage done by different types of vehicles to the road. Over the years, heavier and heavier trucks have been authorised to operate on roads: from 8‑tonne trucks in 1945 to 44 tonnes nowadays. The European Parliament adopted a revised directive on 12 March 2024 authorising mega‑trucks to travel on European roads; they can measure up to 25 metres and weigh up to 60 tonnes, compared with the previous limits of 18.75 metres and 44 tonnes. This is a political and economic choice with considerable material effects: thickness, rigidity of sub‑bases and consolidation of soil and subsoil with lime and cement. Altogether, motorways are 10 times thicker than large roads from the late 19th century. In France, it takes an average of 30 tonnes of sand and aggregate to build one linear metre of motorway, 100 times more than cement and bitumen.  The material history of road networks is a history of quarrying and environmental damage. The traces of roads can also be seen in rivers emptied of their sediment, the notches of quarries in the hills and the furrows of dredgers extracting sand from the seabed. This material extraction, arguably the most significant in human history, has dramatic ecological consequences for rivers, groundwater tables, the rise of sea levels and saltwater in farmlands, as well as biodiversity. As sand is ubiquitous and very cheap, the history of roads is also the history of a local extractivism and environmental conflicts around the world.  Shoving and rutting is the bulging and rippling of the pavement surface. Once built, roads require extensive maintenance – the heavier the vehicles, the quicker the damage. From pothole repair to the full resurfacing of a road, maintenance contributes to keeping road users safe Credit: Yakov Oskanov / Alamy Once roads are built and extended, they need to be maintained to support the circulation of lorries and, by extension, commodities. This stage is becoming increasingly important as rail freight, which used to be important in countries such as France and the UK, is declining, accounting for no more than 10 per cent of the transport of commodities. Engineers might judge that a motorway is destined to last 20 years or so, but this prognosis will be significantly reduced with heavy traffic. The same applies to the thousands of motorway bridges: in the UK, nearly half of the 9,000 highway bridges are in poor condition; in France, 7 per cent of the 12,000 bridges are in danger of collapsing, as did Genoa’s Morandi bridge in 2018. If only light vehicles drove on it, this infrastructure would last much longer. This puts into perspective governments’ insistence on ‘greening’ the transport sector by targeting CO2 emissions alone, typically by promoting the use of electric vehicles (EVs). Public policies prioritising EVs do nothing to change the mass of roads or the issue of their maintenance – even if lorries were to run on clean air, massive quarrying would still be necessary. A similar argument plays out with regard to canals and ports, which have been constantly widened and deepened for decades to accommodate ever-larger oil tankers or container ships. The simple operation of these infrastructures, dimensioned for the circulation of commodities and not humans, requires permanent dredging of large volumes. The environmental problem of large transport infrastructure goes beyond the type of energy used: it is, at its root, free and globalised trade. ‘The material life cycle of motorways is relentless: constructing, maintaining, widening, thickening, repairing’ As both a material and ideological object, the motorway fixes certain political choices in the landscape. Millions of kilometres of road continue to be asphalted, widened and thickened around the world to favour cars and lorries. In France, more than 80 per cent of today’s sand and aggregate extraction is used for civil engineering works – the rest goes to buildings. Even if no more buildings, roads or other infrastructures were to be built, phenomenal quantities of sand and aggregates would still need to be extracted in order to maintain existing road networks. The material life cycle of motorways is relentless: constructing, maintaining, widening, thickening, repairing, adding new structures such as wildlife crossings, more maintaining.  Rising traffic levels are always deemed positive by governments for a country’s economy and development. As Christopher Wells shows in his 2014 book Car Country: An Environmental History, car use becomes necessary in an environment where everything has been planned for the car, from the location of public services and supermarkets to residential and office areas. Similarly, when an entire economy is based on globalised trade and just‑in‑time logistics (to the point that many service economies could not produce their own personal protective equipment in the midst of a pandemic), the lorry and the container ship become vital.  The final stage in the life of a piece of motorway infrastructure is dismantling. Like the other stages, this one is not a natural outcome but the fruit of political choices – which should be democratic – regarding how we wish to use existing roads. Dismantling, which is essential if we are to put an end to the global extractivism of sand and aggregates, does not mean destruction: if bicycles and pedestrians were to use them instead, maintenance would be minimal. This final stage requires a paradigm shift away from the eternal adaptation to increasing traffic. Replacing cars and lorries with public transport and rail freight would be a first step. But above all, a different political and spatial organisation of economic activities is necessary, and ultimately, an end to globalised, just-in-time trade and logistics. In 1978, a row of cars parked at a shopping centre in Connecticut was buried under a thick layer of gooey asphalt. The Ghost Parking Lot, one of the first projects by James Wines’ practice SITE, became a playground for skateboarders until it was removed in 2003. Images of this lumpy landscape serve as allegories of the damage caused by reliance on the automobile Credit: Project by SITE Lead image: Some road damage is beyond repair, as when a landslide caused a large chunk of the Gothenburg–Oslo motorway to collapse in 2023. Such dramatic events remind us of both the fragility of these seemingly robust infrastructures, and the damage that extensive construction does to the planet. Credit: Hanna Brunlöf Windell / TT / Shutterstock 2025-06-03 Reuben J Brown Share
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  • VFX EMMY CONTENDERS: SETTING THE BENCHMARK FOR VISUAL EFFECTS ON TV

    By JENNIFER CHAMPAGNE

    House of the Dragon expands its dragon-filled world in its second season, offering more large-scale battles and heightened aerial warfare.The 2025 Emmy race for outstanding visual effects is shaping up to be one of the most competitive in years with major genre heavyweights breaking new ground on what’s possible on television. As prestige fantasy and sci-fi continue to dominate, the battle for the category will likely come down to sheer scale, technical innovation and how seamlessly effects are integrated into storytelling. Returning titans like House of the Dragon and The Lord of the Rings: The Rings of Power have proven their ability to deliver breathtaking visuals. At the same time, Dune: Prophecy enters the conversation as a visually stunning newcomer. The Boys remains the category’s wildcard, bringing its own brand of hyper-realistic, shock-value effects to the race. With its subtle yet immersive world-building, The Penguin stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis. Each series offers a distinct approach to digital effects, making for an intriguing showdown between blockbuster-scale world-building and more nuanced, atmospheric craftsmanship.

    Sharing the arena with marquee pacesetters HBO’s The Last of Us, Disney+’s Andor and Netflix’s Squid Game, these series lead the charge in ensuring that the 2025 Emmy race isn’t just about visual spectacle; it’s about which shows will set the next benchmark for visual effects on television. The following insights and highlights from VFX supervisors of likely Emmy contenders illustrate why their award-worthy shows have caught the attention of TV watchers and VFX Emmy voters.

    The Penguin, with its subtle yet immersive world-building, stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis. For The Lord of the Rings: The Rings of Power VFX Supervisor Jason Smith, the second season presented some of the Amazon series’ most ambitious visual effects challenges. From the epic Battle of Eregion to the painstaking design of the Entwives, Smith and his team at Wētā FX sought to advance digital world-building while staying true to J.R.R. Tolkien’s vision. “The Battle of Eregion was amazing to work on – and challenging too, because it’s a pivotal moment in Tolkien’s story,” Smith states. Unlike typical large-scale clashes, this battle begins as a siege culminating in an explosive cavalry charge. “We looked for every way we could to heighten the action during the siege by keeping the armies interacting, even at a distance,” Smith explains. His team introduced projectiles and siege weaponry to create dynamic action, ensuring the prolonged standoff felt kinetic. The environment work for Eregion posed another challenge. The city was initially constructed as a massive digital asset in Season 1, showcasing the collaborative brilliance of the Elves and Dwarves. In Season 2, that grandeur had to be systematically razed to the ground. “The progression of destruction had to be planned extremely carefully,” Smith notes. His team devised seven distinct levels of damage, mapping out in granular detail which areas would be smoldering, reduced to rubble or utterly consumed by fire. “Our goal was to have the audience feel the loss that the Elves feel as this beautiful symbol of the height of Elvendom is utterly razed.”

    The SSVFX team helped shape a world for Lady in the Lake that felt rich, lived-in and historically precise.One of most ambitious effects for Season 4 of The Boys was Splinter, who has the ability to duplicate himself. The sequence required eight hours of rehearsal, six hours of filming, for one shot. The final effect was a mix of prosthetic cover-up pieces and VFX face replacement.The Penguin, HBO Max’s spinoff series of The Batman, centers on Oswald ‘Oz’ Cobb’s ruthless rise to power, and relies on meticulous environmental effects, smoothly integrating CG elements to enhance Gotham’s noir aesthetic without ever calling attention to the work itself. “The most rewarding part of our work was crafting VFX that don’t feel like VFX,” says VFX Supervisor Johnny Han. Across the series’ 3,100 VFX shots, every collapsing freeway, skyline extension and flicker of light from a muzzle flash had to feel utterly real – woven so naturally into the world of Gotham that viewers never stopped to question its authenticity.

    Zimia spaceport, an enormous hub of interstellar commerce in Dune: Prophecy. The production team built a vast practical set to provide a strong scale foundation, but its full grandeur came to life in post by extending this environment with CG.The second season of The Lord of the Rings: The Rings of Power refined its environments, which elevate Middle-earth’s realism.Some of the series’ most striking visual moments were also its most understated. The shift of Gotham’s seasons – transforming sunlit summer shoots into autumn’s muted chill – helped shape the show’s somber tone, reinforcing the bleak, crime-ridden undercurrent. The city’s bridges and skyscrapers were meticulously augmented, stretching Gotham beyond the limits of practical sets while preserving its grounded, brutalist aesthetic. Even the scars and wounds on Sofia Falcone were enhanced through digital artistry, ensuring that her past traumas remained ever-present, etched into her skin.

    The series wasn’t without its large-scale effects – far from it. Han and his team orchestrated massive sequences of urban devastation. “The floodwaters were one of our biggest challenges,” Han notes, referring to the ongoing impact of the catastrophic deluge that left Gotham in ruins. One particularly harrowing sequence required simulating a tsunami tearing through the streets – not as an action set piece, but as a deeply personal moment of loss. “Telling Victor’s story of how he lost his entire family in the bombing and floods of Gotham was heartbreaking,” Han says. “Normally, you create an event like that for excitement, for tension. But for us, it was about capturing emotional devastation.”

    Perhaps the most technically intricate sequences were the shootouts, hallmarks of Gotham’s criminal underbelly. “We programmed millisecond-accurate synced flash guns to mimic dramatic gunfire light,” Han explains, ensuring that the interplay of practical and digital elements remained imperceptible. Every muzzle flash, every ricochet was meticulously planned and rendered. The ultimate achievement for Han and his team wasn’t crafting the biggest explosion or the most elaborate digital sequence – it was making Gotham itself feel inescapably real. He says, “Nothing was more important to us than for you to forget that there are 3,100 VFX shots in this series.”

    The challenge for The Residence was making one of the most recognizable buildings in the world feel both immersive and narratively engaging.Bringing the universe of Dune to life on TV for HBO’s Dune: Prophecy requires a delicate balance of realism and imagination, grounded in natural physics, yet awe-inspiring in scale. Dune: Prophecy looks to challenge traditional fantasy dominance with its stunning, desert-bound landscapes and intricate space-faring visuals, uniting the grandeur of Denis Villeneuve’s films with the demands of episodic storytelling. Set thousands of years before the events of the films, the series explores the early days of the Bene Gesserit, a secretive order wielding extraordinary abilities. Translating that power into a visual language required technical innovation. “Kudos to Important Looking Pirates for the space folding andAgony work,” says VFX Supervisor Mike Enriquez. No Dune project would be complete without its most iconic inhabitant, the sandworm. VFX Producer Terron Pratt says. “We’re incredibly proud of what the team at Image Engine created. Precise animation conveyed this creature’s weight and massive scale, while incredibly detailed sand simulations integrated it into the environment.” Every grain of sand had to move believably in response to the worm’s colossal presence to ensure the physics of Arrakis remained authentic.

    Floodwaters play a significant part in the destruction of Gotham in The Penguin. One particularly harrowing sequence required simulating a tsunami tearing through the streets.American Primeval integrated visual effects with practical techniques in creative, unconventional ways. The massacre sequence showcases technical mastery and pulls the audience into the brutal reality of the American frontier.For the Zimia spaceport, an enormous hub of interstellar commerce, the Dune: Prophecy production team built a vast practical set to provide a strong scale foundation. However, its full grandeur came to life in post. “By extending this environment with CG, we amplified the scope of our world, making it feel expansive and deeply impactful,” Pratt explains. The result was a sprawling, futuristic cityscape that retained a tangible weight with impeccably amalgamated practical and digital elements.

    Wētā FX sought to advance digital world-building for Season 2 of The Lord of the Rings: The Rings of Power while staying true to J.R.R. Tolkien’s vision.Visual effects extended beyond character work for Lady in the Lake, playing a key role in the show’s immersive world-building.For House of the Dragon VFX Supervisor Daði Einarsson, Season 2 presented some of the HBO show’s most complex and ambitious visual effects work. The Battle at Rook’s Rest in Episode 4 was a milestone for the series, marking the first full-scale dragon-on-dragon aerial battle. “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege,” Einarsson says. Capturing the actors’ performances mid-flight required a combination of motion-controlled cameras, preprogrammed motion bases with saddles and LED volume lighting – all mapped directly from fully animated previsualized sequences approved by director Alan Taylor and Showrunner Ryan J. Condal. On the ground, the battlefield required digital crowd replication, extensive environment extensions, and pyrotechnic enhancements to create a war zone that felt both vast and intimately chaotic. “In the air, we created a fully CG version of the environment to have full control over the camera work,” Einarsson explains. Under the supervision of Sven Martin, the Pixomondo team stitched together breathtaking aerial combat, ensuring the dragons moved with the weight and raw power befitting their legendary status.

    Blood, weapon effects and period-accurate muzzle flashes heightened the intensity of the brutal fight sequences in American Primeval. The natural elements and violence reflected the harsh realities of the American west in 1857.The Residence brings a refined, detailed approach to environmental augmentation, using visual effects to take the audience on a journey through the White House in this political murder mystery.Episode 7 introduced Hugh Hammer’s claim of Vermithor, Westeros’ second-largest dragon. Rather than breaking the sequence into multiple shots, Einarsson and director Loni Peristere saw an opportunity to craft something exceptional: a single, uninterrupted long take reminiscent of Children of Men and Gravity. “It took a lot of planning to design a series of beats that cohesively flowed from one into the next, with Hugh leading the camera by action and reaction,” Einarsson says. The sequence, which involved Hugh dodging Vermithor’s flames and ultimately claiming the beast through sheer bravery, was technically demanding. To achieve this, the team stitched together five separate takes of Hugh’s performance, shot over two separate days weeks apart, due to the set needing to be struck and rebuilt in different configurations. VFX Supervisor Wayne Stables and the team at Wētā ensured the transitions were imperceptible, uniting practical and digital elements into a continuous, immersive moment. “The Dragonmont Cavern environment was a beautiful, raised gantry and cave designed byJim Clay and expanded by Wētā,” Einarsson says. Then Rowley Imran’s stunt team and Mike Dawson’s SFX team engulfed the set in practical flames so every element, from fire to dust to movement, contributed to the illusion of real-time danger.

    For Einarsson, the most significant challenge wasn’t just in making these sequences visually spectacular – it was ensuring they belonged within the same world as the quiet, dialogue-driven moments in King’s Landing. “The aim is for incredibly complex and spectacular visual effects scenes to feel like they belong in the same world as two people talking in a council chamber,” he states. Every dragon, flame and gust of wind had to feel as lived-in as the politics playing out beneath them.

    Season 4 of The Boys delivered the fully CG octopus character, Ambrosius. A challenge was crafting a believable yet expressive sea creature and keeping it grounded while still embracing the show’s signature absurdity.In The Penguin, Gotham isn’t just a city; it’s a living, breathing entity shaped by destruction, decay and the quiet menace lurking beneath its streets.The Boys continues to defy genre norms, delivering audacious, technically complex effects that lean into its hyperviolent, satirical take on superheroes. For The Boys VFX Supervisor Stephan Fleet, Season 4 delivered some of the Amazon Prime show’s most dramatic effects yet, from the self-replicating Splinter to the fully CG octopus character, Ambrosius. Splinter, who has the ability to duplicate himself, presented a unique challenge. Fleet says, “His introduction on the podium was a complex motion control sequence. Eight hours of rehearsal, six hours of filming – for one shot.” Splinter’s design came with an added layer of difficulty. “We had to figure out how to make a nude male clone,” Fleet says. “Normally, you can hide doubles’ bodies in clothes – not this time!” The final effect required a mix of prosthetic cover-up pieces and VFX face replacement, requiring multiple iterations to make it work. Ambrosius became one of The Boys’ most unexpected breakout characters. “It’s fun making a full-on character in the show that’s an octopus,” Fleet reveals in a nod to the show’s absurd side. “As much as possible, we aim for a grounded approach and try to attain a level of thought and detail you don’t often find on TV.”

    While the battle for outstanding visual effects will likely be dominated by large-scale fantasy and sci-fi productions, several standout series are also making waves with their innovative and immersive visual storytelling. Netflix’s The Residence, led by VFX Supervisor Seth Hill, brings a refined, detailed approach to environmental augmentation, enhancing the grandeur of the White House setting in this political murder mystery. “Using visual effects to take the audience on a journey through an iconic location like the White House was really fun,” Hill says. “It’s a cool and unique use of visual effects.” One of the most ambitious sequences involved what the team called the Doll House, a digital rendering of the White House with its south façade removed, exposing the interior like a cross-section of a dollhouse. Hill explains. “Going back and forth from filmed footage to full CGI – that jump from grounded realism to abstract yet still real – was quite tricky,” he says, adding, “VFX is best when it is in service of the storytelling, and The Residence presented a unique opportunity to do just that. It was a big challenge and a tough nut to crack, but those creative and technical hurdles are a good part of what makes it so rewarding.”

    “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege. In the air, we created a fully CG version of the environment to have full control over the camera work.”—Daði Einarsson, VFX Supervisor, House of the Dragon

    The Battle at Rook’s Rest in Episode 4 of House of the Dragon Season 2 was a major milestone for the series, marking the first full-scale dragon-on-dragon aerial battle.Season 2 of House of the Dragon presented some of the most complex and ambitious visual effects work for the show to date.For Jay Worth, VFX Supervisor on Apple TV+’s Lady in the Lake, the challenge was two-fold: create seamless effects and preserve the raw emotional truth of a performance. One of the most significant technical achievements was de-aging Natalie Portman. “It seems so easy on paper, but the reality was far more challenging,” Worth admits. Worth had tackled de-aging before, but never with the same level of success. “For me, it is simply because of her performance.” Portman delivered a nuanced, youthful portrayal that felt entirely authentic to the time period. “It made our job both so much easier and set the bar so high for us. Sometimes, you can hide in a scene like this – you pull the camera back, cut away before the most expressive parts of the dialogue, or the illusion breaks,” Worth explains. In Lady in the Lake, there was nowhere to hide. “I think that is what I am most proud of with these shots. It felt like the longer you stayed on them, the more you believed them. That is a real feat with this sort of work.” Skully VFX handled the de-aging. “They nailed the look early on and delivered throughout the project on this difficult task.” Working alongside Production Designer Jc Molina, the VFX team helped shape a world that felt rich, lived-in and historically precise. “We were entrusted with the most important part of this show – do we believe this performance from this character in this part of her journey? – and we feel like we were able to deliver on this challenge.”

    On the other end of the spectrum, Netflix’s American Primeval, under the guidance of VFX Supervisor Andrew Ceperley, delivers rugged, visceral realism in its portrayal of the untamed American frontier. With brutal battle sequences, sprawling landscapes and historical re-creations that interweave practical and digital effects, the series stands as a testament to how VFX can enhance grounded, historical storytelling. Ceperley says, “The standout is definitely the nearly three-minute single-shot massacre sequence in the forest episode.” Designed to immerse the audience in the raw, chaotic violence of the frontier, the scene captures every brutal detail with unrelenting intensity. The challenge was crafting invisible visual effects, enhancing practical stunts and destruction without breaking the immersive, handheld camera style. “The sequence was designed to be one shot made up of 10 individual takes, shot over seven days, seamlessly stitched together, all while using a handheld camera on an extremely wide-angle lens.” One of the most complex moments involved a bull smashing through a wagon while the characters hid underneath. Rather than relying on CGI, the team took a practical approach, placing a 360-degree camera under the wagon while the special effects team rigged it to explode in a way that simulated an impact. “A real bull was then guided to run toward the 360 camera and leap over it,” Ceperley says. The footage was blended with live-action shots of the actors with minimal CGI enhancements – just dust and debris – to complete the effect. Adding to the difficulty, the scene was set at sunset, giving the team an extremely limited window to capture each day’s footage. The massacre sequence was a prime example of integrating visual effects with practical techniques in creative, unconventional ways, blending old-school in-camera effects with modern stitching techniques to create a visceral cinematic moment that stayed true to the show’s raw, historical aesthetic. “Using old techniques in new, even strange ways and seeing it pay off and deliver on the original vision was the most rewarding part.”
    #vfx #emmy #contenders #setting #benchmark
    VFX EMMY CONTENDERS: SETTING THE BENCHMARK FOR VISUAL EFFECTS ON TV
    By JENNIFER CHAMPAGNE House of the Dragon expands its dragon-filled world in its second season, offering more large-scale battles and heightened aerial warfare.The 2025 Emmy race for outstanding visual effects is shaping up to be one of the most competitive in years with major genre heavyweights breaking new ground on what’s possible on television. As prestige fantasy and sci-fi continue to dominate, the battle for the category will likely come down to sheer scale, technical innovation and how seamlessly effects are integrated into storytelling. Returning titans like House of the Dragon and The Lord of the Rings: The Rings of Power have proven their ability to deliver breathtaking visuals. At the same time, Dune: Prophecy enters the conversation as a visually stunning newcomer. The Boys remains the category’s wildcard, bringing its own brand of hyper-realistic, shock-value effects to the race. With its subtle yet immersive world-building, The Penguin stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis. Each series offers a distinct approach to digital effects, making for an intriguing showdown between blockbuster-scale world-building and more nuanced, atmospheric craftsmanship. Sharing the arena with marquee pacesetters HBO’s The Last of Us, Disney+’s Andor and Netflix’s Squid Game, these series lead the charge in ensuring that the 2025 Emmy race isn’t just about visual spectacle; it’s about which shows will set the next benchmark for visual effects on television. The following insights and highlights from VFX supervisors of likely Emmy contenders illustrate why their award-worthy shows have caught the attention of TV watchers and VFX Emmy voters. The Penguin, with its subtle yet immersive world-building, stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis. For The Lord of the Rings: The Rings of Power VFX Supervisor Jason Smith, the second season presented some of the Amazon series’ most ambitious visual effects challenges. From the epic Battle of Eregion to the painstaking design of the Entwives, Smith and his team at Wētā FX sought to advance digital world-building while staying true to J.R.R. Tolkien’s vision. “The Battle of Eregion was amazing to work on – and challenging too, because it’s a pivotal moment in Tolkien’s story,” Smith states. Unlike typical large-scale clashes, this battle begins as a siege culminating in an explosive cavalry charge. “We looked for every way we could to heighten the action during the siege by keeping the armies interacting, even at a distance,” Smith explains. His team introduced projectiles and siege weaponry to create dynamic action, ensuring the prolonged standoff felt kinetic. The environment work for Eregion posed another challenge. The city was initially constructed as a massive digital asset in Season 1, showcasing the collaborative brilliance of the Elves and Dwarves. In Season 2, that grandeur had to be systematically razed to the ground. “The progression of destruction had to be planned extremely carefully,” Smith notes. His team devised seven distinct levels of damage, mapping out in granular detail which areas would be smoldering, reduced to rubble or utterly consumed by fire. “Our goal was to have the audience feel the loss that the Elves feel as this beautiful symbol of the height of Elvendom is utterly razed.” The SSVFX team helped shape a world for Lady in the Lake that felt rich, lived-in and historically precise.One of most ambitious effects for Season 4 of The Boys was Splinter, who has the ability to duplicate himself. The sequence required eight hours of rehearsal, six hours of filming, for one shot. The final effect was a mix of prosthetic cover-up pieces and VFX face replacement.The Penguin, HBO Max’s spinoff series of The Batman, centers on Oswald ‘Oz’ Cobb’s ruthless rise to power, and relies on meticulous environmental effects, smoothly integrating CG elements to enhance Gotham’s noir aesthetic without ever calling attention to the work itself. “The most rewarding part of our work was crafting VFX that don’t feel like VFX,” says VFX Supervisor Johnny Han. Across the series’ 3,100 VFX shots, every collapsing freeway, skyline extension and flicker of light from a muzzle flash had to feel utterly real – woven so naturally into the world of Gotham that viewers never stopped to question its authenticity. Zimia spaceport, an enormous hub of interstellar commerce in Dune: Prophecy. The production team built a vast practical set to provide a strong scale foundation, but its full grandeur came to life in post by extending this environment with CG.The second season of The Lord of the Rings: The Rings of Power refined its environments, which elevate Middle-earth’s realism.Some of the series’ most striking visual moments were also its most understated. The shift of Gotham’s seasons – transforming sunlit summer shoots into autumn’s muted chill – helped shape the show’s somber tone, reinforcing the bleak, crime-ridden undercurrent. The city’s bridges and skyscrapers were meticulously augmented, stretching Gotham beyond the limits of practical sets while preserving its grounded, brutalist aesthetic. Even the scars and wounds on Sofia Falcone were enhanced through digital artistry, ensuring that her past traumas remained ever-present, etched into her skin. The series wasn’t without its large-scale effects – far from it. Han and his team orchestrated massive sequences of urban devastation. “The floodwaters were one of our biggest challenges,” Han notes, referring to the ongoing impact of the catastrophic deluge that left Gotham in ruins. One particularly harrowing sequence required simulating a tsunami tearing through the streets – not as an action set piece, but as a deeply personal moment of loss. “Telling Victor’s story of how he lost his entire family in the bombing and floods of Gotham was heartbreaking,” Han says. “Normally, you create an event like that for excitement, for tension. But for us, it was about capturing emotional devastation.” Perhaps the most technically intricate sequences were the shootouts, hallmarks of Gotham’s criminal underbelly. “We programmed millisecond-accurate synced flash guns to mimic dramatic gunfire light,” Han explains, ensuring that the interplay of practical and digital elements remained imperceptible. Every muzzle flash, every ricochet was meticulously planned and rendered. The ultimate achievement for Han and his team wasn’t crafting the biggest explosion or the most elaborate digital sequence – it was making Gotham itself feel inescapably real. He says, “Nothing was more important to us than for you to forget that there are 3,100 VFX shots in this series.” The challenge for The Residence was making one of the most recognizable buildings in the world feel both immersive and narratively engaging.Bringing the universe of Dune to life on TV for HBO’s Dune: Prophecy requires a delicate balance of realism and imagination, grounded in natural physics, yet awe-inspiring in scale. Dune: Prophecy looks to challenge traditional fantasy dominance with its stunning, desert-bound landscapes and intricate space-faring visuals, uniting the grandeur of Denis Villeneuve’s films with the demands of episodic storytelling. Set thousands of years before the events of the films, the series explores the early days of the Bene Gesserit, a secretive order wielding extraordinary abilities. Translating that power into a visual language required technical innovation. “Kudos to Important Looking Pirates for the space folding andAgony work,” says VFX Supervisor Mike Enriquez. No Dune project would be complete without its most iconic inhabitant, the sandworm. VFX Producer Terron Pratt says. “We’re incredibly proud of what the team at Image Engine created. Precise animation conveyed this creature’s weight and massive scale, while incredibly detailed sand simulations integrated it into the environment.” Every grain of sand had to move believably in response to the worm’s colossal presence to ensure the physics of Arrakis remained authentic. Floodwaters play a significant part in the destruction of Gotham in The Penguin. One particularly harrowing sequence required simulating a tsunami tearing through the streets.American Primeval integrated visual effects with practical techniques in creative, unconventional ways. The massacre sequence showcases technical mastery and pulls the audience into the brutal reality of the American frontier.For the Zimia spaceport, an enormous hub of interstellar commerce, the Dune: Prophecy production team built a vast practical set to provide a strong scale foundation. However, its full grandeur came to life in post. “By extending this environment with CG, we amplified the scope of our world, making it feel expansive and deeply impactful,” Pratt explains. The result was a sprawling, futuristic cityscape that retained a tangible weight with impeccably amalgamated practical and digital elements. Wētā FX sought to advance digital world-building for Season 2 of The Lord of the Rings: The Rings of Power while staying true to J.R.R. Tolkien’s vision.Visual effects extended beyond character work for Lady in the Lake, playing a key role in the show’s immersive world-building.For House of the Dragon VFX Supervisor Daði Einarsson, Season 2 presented some of the HBO show’s most complex and ambitious visual effects work. The Battle at Rook’s Rest in Episode 4 was a milestone for the series, marking the first full-scale dragon-on-dragon aerial battle. “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege,” Einarsson says. Capturing the actors’ performances mid-flight required a combination of motion-controlled cameras, preprogrammed motion bases with saddles and LED volume lighting – all mapped directly from fully animated previsualized sequences approved by director Alan Taylor and Showrunner Ryan J. Condal. On the ground, the battlefield required digital crowd replication, extensive environment extensions, and pyrotechnic enhancements to create a war zone that felt both vast and intimately chaotic. “In the air, we created a fully CG version of the environment to have full control over the camera work,” Einarsson explains. Under the supervision of Sven Martin, the Pixomondo team stitched together breathtaking aerial combat, ensuring the dragons moved with the weight and raw power befitting their legendary status. Blood, weapon effects and period-accurate muzzle flashes heightened the intensity of the brutal fight sequences in American Primeval. The natural elements and violence reflected the harsh realities of the American west in 1857.The Residence brings a refined, detailed approach to environmental augmentation, using visual effects to take the audience on a journey through the White House in this political murder mystery.Episode 7 introduced Hugh Hammer’s claim of Vermithor, Westeros’ second-largest dragon. Rather than breaking the sequence into multiple shots, Einarsson and director Loni Peristere saw an opportunity to craft something exceptional: a single, uninterrupted long take reminiscent of Children of Men and Gravity. “It took a lot of planning to design a series of beats that cohesively flowed from one into the next, with Hugh leading the camera by action and reaction,” Einarsson says. The sequence, which involved Hugh dodging Vermithor’s flames and ultimately claiming the beast through sheer bravery, was technically demanding. To achieve this, the team stitched together five separate takes of Hugh’s performance, shot over two separate days weeks apart, due to the set needing to be struck and rebuilt in different configurations. VFX Supervisor Wayne Stables and the team at Wētā ensured the transitions were imperceptible, uniting practical and digital elements into a continuous, immersive moment. “The Dragonmont Cavern environment was a beautiful, raised gantry and cave designed byJim Clay and expanded by Wētā,” Einarsson says. Then Rowley Imran’s stunt team and Mike Dawson’s SFX team engulfed the set in practical flames so every element, from fire to dust to movement, contributed to the illusion of real-time danger. For Einarsson, the most significant challenge wasn’t just in making these sequences visually spectacular – it was ensuring they belonged within the same world as the quiet, dialogue-driven moments in King’s Landing. “The aim is for incredibly complex and spectacular visual effects scenes to feel like they belong in the same world as two people talking in a council chamber,” he states. Every dragon, flame and gust of wind had to feel as lived-in as the politics playing out beneath them. Season 4 of The Boys delivered the fully CG octopus character, Ambrosius. A challenge was crafting a believable yet expressive sea creature and keeping it grounded while still embracing the show’s signature absurdity.In The Penguin, Gotham isn’t just a city; it’s a living, breathing entity shaped by destruction, decay and the quiet menace lurking beneath its streets.The Boys continues to defy genre norms, delivering audacious, technically complex effects that lean into its hyperviolent, satirical take on superheroes. For The Boys VFX Supervisor Stephan Fleet, Season 4 delivered some of the Amazon Prime show’s most dramatic effects yet, from the self-replicating Splinter to the fully CG octopus character, Ambrosius. Splinter, who has the ability to duplicate himself, presented a unique challenge. Fleet says, “His introduction on the podium was a complex motion control sequence. Eight hours of rehearsal, six hours of filming – for one shot.” Splinter’s design came with an added layer of difficulty. “We had to figure out how to make a nude male clone,” Fleet says. “Normally, you can hide doubles’ bodies in clothes – not this time!” The final effect required a mix of prosthetic cover-up pieces and VFX face replacement, requiring multiple iterations to make it work. Ambrosius became one of The Boys’ most unexpected breakout characters. “It’s fun making a full-on character in the show that’s an octopus,” Fleet reveals in a nod to the show’s absurd side. “As much as possible, we aim for a grounded approach and try to attain a level of thought and detail you don’t often find on TV.” While the battle for outstanding visual effects will likely be dominated by large-scale fantasy and sci-fi productions, several standout series are also making waves with their innovative and immersive visual storytelling. Netflix’s The Residence, led by VFX Supervisor Seth Hill, brings a refined, detailed approach to environmental augmentation, enhancing the grandeur of the White House setting in this political murder mystery. “Using visual effects to take the audience on a journey through an iconic location like the White House was really fun,” Hill says. “It’s a cool and unique use of visual effects.” One of the most ambitious sequences involved what the team called the Doll House, a digital rendering of the White House with its south façade removed, exposing the interior like a cross-section of a dollhouse. Hill explains. “Going back and forth from filmed footage to full CGI – that jump from grounded realism to abstract yet still real – was quite tricky,” he says, adding, “VFX is best when it is in service of the storytelling, and The Residence presented a unique opportunity to do just that. It was a big challenge and a tough nut to crack, but those creative and technical hurdles are a good part of what makes it so rewarding.” “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege. In the air, we created a fully CG version of the environment to have full control over the camera work.”—Daði Einarsson, VFX Supervisor, House of the Dragon The Battle at Rook’s Rest in Episode 4 of House of the Dragon Season 2 was a major milestone for the series, marking the first full-scale dragon-on-dragon aerial battle.Season 2 of House of the Dragon presented some of the most complex and ambitious visual effects work for the show to date.For Jay Worth, VFX Supervisor on Apple TV+’s Lady in the Lake, the challenge was two-fold: create seamless effects and preserve the raw emotional truth of a performance. One of the most significant technical achievements was de-aging Natalie Portman. “It seems so easy on paper, but the reality was far more challenging,” Worth admits. Worth had tackled de-aging before, but never with the same level of success. “For me, it is simply because of her performance.” Portman delivered a nuanced, youthful portrayal that felt entirely authentic to the time period. “It made our job both so much easier and set the bar so high for us. Sometimes, you can hide in a scene like this – you pull the camera back, cut away before the most expressive parts of the dialogue, or the illusion breaks,” Worth explains. In Lady in the Lake, there was nowhere to hide. “I think that is what I am most proud of with these shots. It felt like the longer you stayed on them, the more you believed them. That is a real feat with this sort of work.” Skully VFX handled the de-aging. “They nailed the look early on and delivered throughout the project on this difficult task.” Working alongside Production Designer Jc Molina, the VFX team helped shape a world that felt rich, lived-in and historically precise. “We were entrusted with the most important part of this show – do we believe this performance from this character in this part of her journey? – and we feel like we were able to deliver on this challenge.” On the other end of the spectrum, Netflix’s American Primeval, under the guidance of VFX Supervisor Andrew Ceperley, delivers rugged, visceral realism in its portrayal of the untamed American frontier. With brutal battle sequences, sprawling landscapes and historical re-creations that interweave practical and digital effects, the series stands as a testament to how VFX can enhance grounded, historical storytelling. Ceperley says, “The standout is definitely the nearly three-minute single-shot massacre sequence in the forest episode.” Designed to immerse the audience in the raw, chaotic violence of the frontier, the scene captures every brutal detail with unrelenting intensity. The challenge was crafting invisible visual effects, enhancing practical stunts and destruction without breaking the immersive, handheld camera style. “The sequence was designed to be one shot made up of 10 individual takes, shot over seven days, seamlessly stitched together, all while using a handheld camera on an extremely wide-angle lens.” One of the most complex moments involved a bull smashing through a wagon while the characters hid underneath. Rather than relying on CGI, the team took a practical approach, placing a 360-degree camera under the wagon while the special effects team rigged it to explode in a way that simulated an impact. “A real bull was then guided to run toward the 360 camera and leap over it,” Ceperley says. The footage was blended with live-action shots of the actors with minimal CGI enhancements – just dust and debris – to complete the effect. Adding to the difficulty, the scene was set at sunset, giving the team an extremely limited window to capture each day’s footage. The massacre sequence was a prime example of integrating visual effects with practical techniques in creative, unconventional ways, blending old-school in-camera effects with modern stitching techniques to create a visceral cinematic moment that stayed true to the show’s raw, historical aesthetic. “Using old techniques in new, even strange ways and seeing it pay off and deliver on the original vision was the most rewarding part.” #vfx #emmy #contenders #setting #benchmark
    WWW.VFXVOICE.COM
    VFX EMMY CONTENDERS: SETTING THE BENCHMARK FOR VISUAL EFFECTS ON TV
    By JENNIFER CHAMPAGNE House of the Dragon expands its dragon-filled world in its second season, offering more large-scale battles and heightened aerial warfare. (Image courtesy of HBO) The 2025 Emmy race for outstanding visual effects is shaping up to be one of the most competitive in years with major genre heavyweights breaking new ground on what’s possible on television. As prestige fantasy and sci-fi continue to dominate, the battle for the category will likely come down to sheer scale, technical innovation and how seamlessly effects are integrated into storytelling. Returning titans like House of the Dragon and The Lord of the Rings: The Rings of Power have proven their ability to deliver breathtaking visuals. At the same time, Dune: Prophecy enters the conversation as a visually stunning newcomer. The Boys remains the category’s wildcard, bringing its own brand of hyper-realistic, shock-value effects to the race. With its subtle yet immersive world-building, The Penguin stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis. Each series offers a distinct approach to digital effects, making for an intriguing showdown between blockbuster-scale world-building and more nuanced, atmospheric craftsmanship. Sharing the arena with marquee pacesetters HBO’s The Last of Us, Disney+’s Andor and Netflix’s Squid Game, these series lead the charge in ensuring that the 2025 Emmy race isn’t just about visual spectacle; it’s about which shows will set the next benchmark for visual effects on television. The following insights and highlights from VFX supervisors of likely Emmy contenders illustrate why their award-worthy shows have caught the attention of TV watchers and VFX Emmy voters. The Penguin, with its subtle yet immersive world-building, stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis.  (Image courtesy of HBO) For The Lord of the Rings: The Rings of Power VFX Supervisor Jason Smith, the second season presented some of the Amazon series’ most ambitious visual effects challenges. From the epic Battle of Eregion to the painstaking design of the Entwives, Smith and his team at Wētā FX sought to advance digital world-building while staying true to J.R.R. Tolkien’s vision. “The Battle of Eregion was amazing to work on – and challenging too, because it’s a pivotal moment in Tolkien’s story,” Smith states. Unlike typical large-scale clashes, this battle begins as a siege culminating in an explosive cavalry charge. “We looked for every way we could to heighten the action during the siege by keeping the armies interacting, even at a distance,” Smith explains. His team introduced projectiles and siege weaponry to create dynamic action, ensuring the prolonged standoff felt kinetic. The environment work for Eregion posed another challenge. The city was initially constructed as a massive digital asset in Season 1, showcasing the collaborative brilliance of the Elves and Dwarves. In Season 2, that grandeur had to be systematically razed to the ground. “The progression of destruction had to be planned extremely carefully,” Smith notes. His team devised seven distinct levels of damage, mapping out in granular detail which areas would be smoldering, reduced to rubble or utterly consumed by fire. “Our goal was to have the audience feel the loss that the Elves feel as this beautiful symbol of the height of Elvendom is utterly razed.” The SSVFX team helped shape a world for Lady in the Lake that felt rich, lived-in and historically precise. (Image courtesy of Apple TV+) One of most ambitious effects for Season 4 of The Boys was Splinter, who has the ability to duplicate himself. The sequence required eight hours of rehearsal, six hours of filming, for one shot. The final effect was a mix of prosthetic cover-up pieces and VFX face replacement. (Image courtesy of Prime Video) The Penguin, HBO Max’s spinoff series of The Batman, centers on Oswald ‘Oz’ Cobb’s ruthless rise to power, and relies on meticulous environmental effects, smoothly integrating CG elements to enhance Gotham’s noir aesthetic without ever calling attention to the work itself. “The most rewarding part of our work was crafting VFX that don’t feel like VFX,” says VFX Supervisor Johnny Han. Across the series’ 3,100 VFX shots, every collapsing freeway, skyline extension and flicker of light from a muzzle flash had to feel utterly real – woven so naturally into the world of Gotham that viewers never stopped to question its authenticity. Zimia spaceport, an enormous hub of interstellar commerce in Dune: Prophecy. The production team built a vast practical set to provide a strong scale foundation, but its full grandeur came to life in post by extending this environment with CG.(Images courtesy of HBO) The second season of The Lord of the Rings: The Rings of Power refined its environments, which elevate Middle-earth’s realism. (Image courtesy of Prime Video) Some of the series’ most striking visual moments were also its most understated. The shift of Gotham’s seasons – transforming sunlit summer shoots into autumn’s muted chill – helped shape the show’s somber tone, reinforcing the bleak, crime-ridden undercurrent. The city’s bridges and skyscrapers were meticulously augmented, stretching Gotham beyond the limits of practical sets while preserving its grounded, brutalist aesthetic. Even the scars and wounds on Sofia Falcone were enhanced through digital artistry, ensuring that her past traumas remained ever-present, etched into her skin. The series wasn’t without its large-scale effects – far from it. Han and his team orchestrated massive sequences of urban devastation. “The floodwaters were one of our biggest challenges,” Han notes, referring to the ongoing impact of the catastrophic deluge that left Gotham in ruins. One particularly harrowing sequence required simulating a tsunami tearing through the streets – not as an action set piece, but as a deeply personal moment of loss. “Telling Victor’s story of how he lost his entire family in the bombing and floods of Gotham was heartbreaking,” Han says. “Normally, you create an event like that for excitement, for tension. But for us, it was about capturing emotional devastation.” Perhaps the most technically intricate sequences were the shootouts, hallmarks of Gotham’s criminal underbelly. “We programmed millisecond-accurate synced flash guns to mimic dramatic gunfire light,” Han explains, ensuring that the interplay of practical and digital elements remained imperceptible. Every muzzle flash, every ricochet was meticulously planned and rendered. The ultimate achievement for Han and his team wasn’t crafting the biggest explosion or the most elaborate digital sequence – it was making Gotham itself feel inescapably real. He says, “Nothing was more important to us than for you to forget that there are 3,100 VFX shots in this series.” The challenge for The Residence was making one of the most recognizable buildings in the world feel both immersive and narratively engaging. (Photo: Erin Simkin. Courtesy of Netflix) Bringing the universe of Dune to life on TV for HBO’s Dune: Prophecy requires a delicate balance of realism and imagination, grounded in natural physics, yet awe-inspiring in scale. Dune: Prophecy looks to challenge traditional fantasy dominance with its stunning, desert-bound landscapes and intricate space-faring visuals, uniting the grandeur of Denis Villeneuve’s films with the demands of episodic storytelling. Set thousands of years before the events of the films, the series explores the early days of the Bene Gesserit, a secretive order wielding extraordinary abilities. Translating that power into a visual language required technical innovation. “Kudos to Important Looking Pirates for the space folding and [Lila’s] Agony work,” says VFX Supervisor Mike Enriquez. No Dune project would be complete without its most iconic inhabitant, the sandworm. VFX Producer Terron Pratt says. “We’re incredibly proud of what the team at Image Engine created. Precise animation conveyed this creature’s weight and massive scale, while incredibly detailed sand simulations integrated it into the environment.” Every grain of sand had to move believably in response to the worm’s colossal presence to ensure the physics of Arrakis remained authentic. Floodwaters play a significant part in the destruction of Gotham in The Penguin. One particularly harrowing sequence required simulating a tsunami tearing through the streets. (Image courtesy of HBO) American Primeval integrated visual effects with practical techniques in creative, unconventional ways. The massacre sequence showcases technical mastery and pulls the audience into the brutal reality of the American frontier. (Photo: Justin Lubin. Courtesy of Netflix) For the Zimia spaceport, an enormous hub of interstellar commerce, the Dune: Prophecy production team built a vast practical set to provide a strong scale foundation. However, its full grandeur came to life in post. “By extending this environment with CG, we amplified the scope of our world, making it feel expansive and deeply impactful,” Pratt explains. The result was a sprawling, futuristic cityscape that retained a tangible weight with impeccably amalgamated practical and digital elements. Wētā FX sought to advance digital world-building for Season 2 of The Lord of the Rings: The Rings of Power while staying true to J.R.R. Tolkien’s vision. (Image courtesy of Prime Video) Visual effects extended beyond character work for Lady in the Lake, playing a key role in the show’s immersive world-building. (Image courtesy of Apple TV+) For House of the Dragon VFX Supervisor Daði Einarsson, Season 2 presented some of the HBO show’s most complex and ambitious visual effects work. The Battle at Rook’s Rest in Episode 4 was a milestone for the series, marking the first full-scale dragon-on-dragon aerial battle. “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege,” Einarsson says. Capturing the actors’ performances mid-flight required a combination of motion-controlled cameras, preprogrammed motion bases with saddles and LED volume lighting – all mapped directly from fully animated previsualized sequences approved by director Alan Taylor and Showrunner Ryan J. Condal. On the ground, the battlefield required digital crowd replication, extensive environment extensions, and pyrotechnic enhancements to create a war zone that felt both vast and intimately chaotic. “In the air, we created a fully CG version of the environment to have full control over the camera work,” Einarsson explains. Under the supervision of Sven Martin, the Pixomondo team stitched together breathtaking aerial combat, ensuring the dragons moved with the weight and raw power befitting their legendary status. Blood, weapon effects and period-accurate muzzle flashes heightened the intensity of the brutal fight sequences in American Primeval. The natural elements and violence reflected the harsh realities of the American west in 1857. (Image courtesy of Netflix) The Residence brings a refined, detailed approach to environmental augmentation, using visual effects to take the audience on a journey through the White House in this political murder mystery. (Photo: Jessica Brooks. Courtesy of Netflix) Episode 7 introduced Hugh Hammer’s claim of Vermithor, Westeros’ second-largest dragon. Rather than breaking the sequence into multiple shots, Einarsson and director Loni Peristere saw an opportunity to craft something exceptional: a single, uninterrupted long take reminiscent of Children of Men and Gravity. “It took a lot of planning to design a series of beats that cohesively flowed from one into the next, with Hugh leading the camera by action and reaction,” Einarsson says. The sequence, which involved Hugh dodging Vermithor’s flames and ultimately claiming the beast through sheer bravery, was technically demanding. To achieve this, the team stitched together five separate takes of Hugh’s performance, shot over two separate days weeks apart, due to the set needing to be struck and rebuilt in different configurations. VFX Supervisor Wayne Stables and the team at Wētā ensured the transitions were imperceptible, uniting practical and digital elements into a continuous, immersive moment. “The Dragonmont Cavern environment was a beautiful, raised gantry and cave designed by [Production Designer] Jim Clay and expanded by Wētā,” Einarsson says. Then Rowley Imran’s stunt team and Mike Dawson’s SFX team engulfed the set in practical flames so every element, from fire to dust to movement, contributed to the illusion of real-time danger. For Einarsson, the most significant challenge wasn’t just in making these sequences visually spectacular – it was ensuring they belonged within the same world as the quiet, dialogue-driven moments in King’s Landing. “The aim is for incredibly complex and spectacular visual effects scenes to feel like they belong in the same world as two people talking in a council chamber,” he states. Every dragon, flame and gust of wind had to feel as lived-in as the politics playing out beneath them. Season 4 of The Boys delivered the fully CG octopus character, Ambrosius. A challenge was crafting a believable yet expressive sea creature and keeping it grounded while still embracing the show’s signature absurdity. (Image courtesy of Prime Video) In The Penguin, Gotham isn’t just a city; it’s a living, breathing entity shaped by destruction, decay and the quiet menace lurking beneath its streets. (Images courtesy of HBO) The Boys continues to defy genre norms, delivering audacious, technically complex effects that lean into its hyperviolent, satirical take on superheroes. For The Boys VFX Supervisor Stephan Fleet, Season 4 delivered some of the Amazon Prime show’s most dramatic effects yet, from the self-replicating Splinter to the fully CG octopus character, Ambrosius. Splinter, who has the ability to duplicate himself, presented a unique challenge. Fleet says, “His introduction on the podium was a complex motion control sequence. Eight hours of rehearsal, six hours of filming – for one shot.” Splinter’s design came with an added layer of difficulty. “We had to figure out how to make a nude male clone,” Fleet says. “Normally, you can hide doubles’ bodies in clothes – not this time!” The final effect required a mix of prosthetic cover-up pieces and VFX face replacement, requiring multiple iterations to make it work. Ambrosius became one of The Boys’ most unexpected breakout characters. “It’s fun making a full-on character in the show that’s an octopus,” Fleet reveals in a nod to the show’s absurd side. “As much as possible, we aim for a grounded approach and try to attain a level of thought and detail you don’t often find on TV.” While the battle for outstanding visual effects will likely be dominated by large-scale fantasy and sci-fi productions, several standout series are also making waves with their innovative and immersive visual storytelling. Netflix’s The Residence, led by VFX Supervisor Seth Hill, brings a refined, detailed approach to environmental augmentation, enhancing the grandeur of the White House setting in this political murder mystery. “Using visual effects to take the audience on a journey through an iconic location like the White House was really fun,” Hill says. “It’s a cool and unique use of visual effects.” One of the most ambitious sequences involved what the team called the Doll House, a digital rendering of the White House with its south façade removed, exposing the interior like a cross-section of a dollhouse. Hill explains. “Going back and forth from filmed footage to full CGI – that jump from grounded realism to abstract yet still real – was quite tricky,” he says, adding, “VFX is best when it is in service of the storytelling, and The Residence presented a unique opportunity to do just that. It was a big challenge and a tough nut to crack, but those creative and technical hurdles are a good part of what makes it so rewarding.” “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege. In the air, we created a fully CG version of the environment to have full control over the camera work.”—Daði Einarsson, VFX Supervisor, House of the Dragon The Battle at Rook’s Rest in Episode 4 of House of the Dragon Season 2 was a major milestone for the series, marking the first full-scale dragon-on-dragon aerial battle. (Image courtesy of HBO) Season 2 of House of the Dragon presented some of the most complex and ambitious visual effects work for the show to date. (Photo: Theo Whiteman. Courtesy of HBO) For Jay Worth, VFX Supervisor on Apple TV+’s Lady in the Lake, the challenge was two-fold: create seamless effects and preserve the raw emotional truth of a performance. One of the most significant technical achievements was de-aging Natalie Portman. “It seems so easy on paper, but the reality was far more challenging,” Worth admits. Worth had tackled de-aging before, but never with the same level of success. “For me, it is simply because of her performance.” Portman delivered a nuanced, youthful portrayal that felt entirely authentic to the time period. “It made our job both so much easier and set the bar so high for us. Sometimes, you can hide in a scene like this – you pull the camera back, cut away before the most expressive parts of the dialogue, or the illusion breaks,” Worth explains. In Lady in the Lake, there was nowhere to hide. “I think that is what I am most proud of with these shots. It felt like the longer you stayed on them, the more you believed them. That is a real feat with this sort of work.” Skully VFX handled the de-aging. “They nailed the look early on and delivered throughout the project on this difficult task.” Working alongside Production Designer Jc Molina, the VFX team helped shape a world that felt rich, lived-in and historically precise. “We were entrusted with the most important part of this show – do we believe this performance from this character in this part of her journey? – and we feel like we were able to deliver on this challenge.” On the other end of the spectrum, Netflix’s American Primeval, under the guidance of VFX Supervisor Andrew Ceperley, delivers rugged, visceral realism in its portrayal of the untamed American frontier. With brutal battle sequences, sprawling landscapes and historical re-creations that interweave practical and digital effects, the series stands as a testament to how VFX can enhance grounded, historical storytelling. Ceperley says, “The standout is definitely the nearly three-minute single-shot massacre sequence in the forest episode.” Designed to immerse the audience in the raw, chaotic violence of the frontier, the scene captures every brutal detail with unrelenting intensity. The challenge was crafting invisible visual effects, enhancing practical stunts and destruction without breaking the immersive, handheld camera style. “The sequence was designed to be one shot made up of 10 individual takes, shot over seven days, seamlessly stitched together, all while using a handheld camera on an extremely wide-angle lens.” One of the most complex moments involved a bull smashing through a wagon while the characters hid underneath. Rather than relying on CGI, the team took a practical approach, placing a 360-degree camera under the wagon while the special effects team rigged it to explode in a way that simulated an impact. “A real bull was then guided to run toward the 360 camera and leap over it,” Ceperley says. The footage was blended with live-action shots of the actors with minimal CGI enhancements – just dust and debris – to complete the effect. Adding to the difficulty, the scene was set at sunset, giving the team an extremely limited window to capture each day’s footage. The massacre sequence was a prime example of integrating visual effects with practical techniques in creative, unconventional ways, blending old-school in-camera effects with modern stitching techniques to create a visceral cinematic moment that stayed true to the show’s raw, historical aesthetic. “Using old techniques in new, even strange ways and seeing it pay off and deliver on the original vision was the most rewarding part.”
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  • Elden Ring Nightreign Director Interview Part Two: Why There's No Poison Swamp and Future DLC

    Elden Ring and its DLC Shadow of the Erdtree have been phenomenal successes for FromSoftware, which enabled the studio to grow beyond its devoted but niche following to explode into the mainstream. Its spinoff, Elden Ring Nightreign, takes a different approach with a co-op multiplayer focus and repeatable run-based gameplay.Nightreign is a bold direction for the studio, which had found success with dark fantasy single-player adventures like Bloodborne and the Dark Souls series of games. Most of its hits were directed by Hidetaka Miyazaki, the creator of the Souls formula of tough third-person combat games. The new multiplayer game, Nightreign, builds on Elden Ring's success by remixing its elements into a new gameplay format of fast-paced action. Fitting this new direction, Nightreign is the directing debut of Junya Ishizaki, who had worked on many earlier FromSoftware titles and been the combat director on Elden Ring. Over video chat, CNET got to talk with Ishizaki about his thoughts on Nightreign and many other topics. In part one of our interview, we discussed how things changed over the course of the game's development, from dropping fall damage to collapsing multiple maps into the final one we see today. And, yes, how he solo'd every boss in the game.In part two below, we chat about Ishizaki's favorite Nightfarer class to play and least favorite boss, as well as DLC info and what FromSoftware learned that it'll carry into future games. Of course, we also had to ask the poison swamp question. Woods infested with scarlet rot are the closest you'll get to a poison swamp in Nightreign. Screenshot by David Lumb/CNETDavid Lumb: I feel like I need to ask about the absence of another element that's been present in many other FromSoftware games: Where's Nightreign's poison swamp?Junya Ishizaki: I think the main reason is that this is not a Miyazaki title so that could be one explanation. Jokes aside, I think it's just a serendipitous factor of game development and what goes into the idea process and what comes out. So who knows what could happen in the future with Nightreign?DL: Considering Elden Ring, Bloodborne and two of the three Dark Souls titles are Miyazaki games, what makes Nightreign an Ishizaki game?JI: I think one of the aspects that not necessarily sets me apart from Miyazaki, but that I like to think of as my specialty, is that I like to prioritize the "game feel" more than a lot of things -- these detailed and fine-tuned things, like what happens when a player falls from a height and hits the ground? How is this supposed to feel? And how does this translate into good-feeling gameplay and into player comfort?So as you know, Nightreign doesn't feature any fall damage but there are ways the characters behave when they hit the floor from various heights and what you can do to counteract that. So these are areas that I like to look at -- the relationship between player and controls and how that translates to game feel.  Hidetaka Miyazaki, director of Elden Ring and other FromSoftware games, at CNET's 2024 interview alongside the release of the Shadow of the Erdtree DLC. David Lumb/CNETDL: This is a question I asked Miyazaki-san last year when the Elden Ring DLC, Shadow of the Erdtree, came out: Of all the FromSoftware games you've worked on, which is your favorite child? JI: That's a tough question. I've worked on Dark Souls 1, 3, Bloodborne and Elden Ring, of course. I think I'd say the project I have the most memories with is the original Dark Souls. This is the first project I was involved in at FromSoftware and it was my first foray i
    #elden #ring #nightreign #director #interview
    Elden Ring Nightreign Director Interview Part Two: Why There's No Poison Swamp and Future DLC
    Elden Ring and its DLC Shadow of the Erdtree have been phenomenal successes for FromSoftware, which enabled the studio to grow beyond its devoted but niche following to explode into the mainstream. Its spinoff, Elden Ring Nightreign, takes a different approach with a co-op multiplayer focus and repeatable run-based gameplay.Nightreign is a bold direction for the studio, which had found success with dark fantasy single-player adventures like Bloodborne and the Dark Souls series of games. Most of its hits were directed by Hidetaka Miyazaki, the creator of the Souls formula of tough third-person combat games. The new multiplayer game, Nightreign, builds on Elden Ring's success by remixing its elements into a new gameplay format of fast-paced action. Fitting this new direction, Nightreign is the directing debut of Junya Ishizaki, who had worked on many earlier FromSoftware titles and been the combat director on Elden Ring. Over video chat, CNET got to talk with Ishizaki about his thoughts on Nightreign and many other topics. In part one of our interview, we discussed how things changed over the course of the game's development, from dropping fall damage to collapsing multiple maps into the final one we see today. And, yes, how he solo'd every boss in the game.In part two below, we chat about Ishizaki's favorite Nightfarer class to play and least favorite boss, as well as DLC info and what FromSoftware learned that it'll carry into future games. Of course, we also had to ask the poison swamp question. Woods infested with scarlet rot are the closest you'll get to a poison swamp in Nightreign. Screenshot by David Lumb/CNETDavid Lumb: I feel like I need to ask about the absence of another element that's been present in many other FromSoftware games: Where's Nightreign's poison swamp?Junya Ishizaki: I think the main reason is that this is not a Miyazaki title so that could be one explanation. Jokes aside, I think it's just a serendipitous factor of game development and what goes into the idea process and what comes out. So who knows what could happen in the future with Nightreign?DL: Considering Elden Ring, Bloodborne and two of the three Dark Souls titles are Miyazaki games, what makes Nightreign an Ishizaki game?JI: I think one of the aspects that not necessarily sets me apart from Miyazaki, but that I like to think of as my specialty, is that I like to prioritize the "game feel" more than a lot of things -- these detailed and fine-tuned things, like what happens when a player falls from a height and hits the ground? How is this supposed to feel? And how does this translate into good-feeling gameplay and into player comfort?So as you know, Nightreign doesn't feature any fall damage but there are ways the characters behave when they hit the floor from various heights and what you can do to counteract that. So these are areas that I like to look at -- the relationship between player and controls and how that translates to game feel.  Hidetaka Miyazaki, director of Elden Ring and other FromSoftware games, at CNET's 2024 interview alongside the release of the Shadow of the Erdtree DLC. David Lumb/CNETDL: This is a question I asked Miyazaki-san last year when the Elden Ring DLC, Shadow of the Erdtree, came out: Of all the FromSoftware games you've worked on, which is your favorite child? JI: That's a tough question. I've worked on Dark Souls 1, 3, Bloodborne and Elden Ring, of course. I think I'd say the project I have the most memories with is the original Dark Souls. This is the first project I was involved in at FromSoftware and it was my first foray i #elden #ring #nightreign #director #interview
    WWW.CNET.COM
    Elden Ring Nightreign Director Interview Part Two: Why There's No Poison Swamp and Future DLC
    Elden Ring and its DLC Shadow of the Erdtree have been phenomenal successes for FromSoftware, which enabled the studio to grow beyond its devoted but niche following to explode into the mainstream. Its spinoff, Elden Ring Nightreign, takes a different approach with a co-op multiplayer focus and repeatable run-based gameplay.Nightreign is a bold direction for the studio, which had found success with dark fantasy single-player adventures like Bloodborne and the Dark Souls series of games. Most of its hits were directed by Hidetaka Miyazaki, the creator of the Souls formula of tough third-person combat games. The new multiplayer game, Nightreign, builds on Elden Ring's success by remixing its elements into a new gameplay format of fast-paced action. Fitting this new direction, Nightreign is the directing debut of Junya Ishizaki, who had worked on many earlier FromSoftware titles and been the combat director on Elden Ring. Over video chat, CNET got to talk with Ishizaki about his thoughts on Nightreign and many other topics. In part one of our interview, we discussed how things changed over the course of the game's development, from dropping fall damage to collapsing multiple maps into the final one we see today. And, yes, how he solo'd every boss in the game.In part two below, we chat about Ishizaki's favorite Nightfarer class to play and least favorite boss, as well as DLC info and what FromSoftware learned that it'll carry into future games (like, potentially, the Nintendo Switch 2 exclusive The Duskbloods coming next year). Of course, we also had to ask the poison swamp question. Woods infested with scarlet rot are the closest you'll get to a poison swamp in Nightreign. Screenshot by David Lumb/CNETDavid Lumb: I feel like I need to ask about the absence of another element that's been present in many other FromSoftware games: Where's Nightreign's poison swamp?Junya Ishizaki: I think the main reason is that this is not a Miyazaki title so that could be one explanation. Jokes aside, I think it's just a serendipitous factor of game development and what goes into the idea process and what comes out. So who knows what could happen in the future with Nightreign?DL: Considering Elden Ring, Bloodborne and two of the three Dark Souls titles are Miyazaki games, what makes Nightreign an Ishizaki game?JI: I think one of the aspects that not necessarily sets me apart from Miyazaki, but that I like to think of as my specialty, is that I like to prioritize the "game feel" more than a lot of things -- these detailed and fine-tuned things, like what happens when a player falls from a height and hits the ground? How is this supposed to feel? And how does this translate into good-feeling gameplay and into player comfort?So as you know, Nightreign doesn't feature any fall damage but there are ways the characters behave when they hit the floor from various heights and what you can do to counteract that. So these are areas that I like to look at -- the relationship between player and controls and how that translates to game feel.  Hidetaka Miyazaki, director of Elden Ring and other FromSoftware games, at CNET's 2024 interview alongside the release of the Shadow of the Erdtree DLC. David Lumb/CNETDL: This is a question I asked Miyazaki-san last year when the Elden Ring DLC, Shadow of the Erdtree, came out: Of all the FromSoftware games you've worked on, which is your favorite child? JI: That's a tough question. I've worked on Dark Souls 1, 3, Bloodborne and Elden Ring, of course. I think I'd say the project I have the most memories with is the original Dark Souls. This is the first project I was involved in at FromSoftware and it was my first foray i
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  • Tesla faces collapsing sales in Canada's Québec province, with new registrations tumbling 85%

    Elon Musk's Tesla registrations suffered a drop in Québec.

    Chip Somodevilla/Getty Images

    2025-05-30T11:35:36Z

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    Tesla sales in Québec plunged 85% in the first quarter, mirroring sharp declines seen in Europe.
    Canada has frozen million in Tesla EV rebates due to Trump's tariffs and fraud concerns.
    Musk's DOGE work sparked backlash, boycotts, and dealership vandalism across the US and Europe.

    Tesla's sales woes have reached Canada.Data from the vehicle registration authority in the province of Québec shows a dramatic decline in Tesla registrations in the first quarter of 2025.Only 524 new Tesla vehicles were registered in Québec between January and March 2025, down over 85% from the 5,097 units logged in the final months of 2024.The company's top-selling Model Y saw the steepest drop in terms of pure numbers, falling from 3,274 units in the final quarter of 2024 to 360 in the first quarter of 2025. The Model 3, Tesla's cheapest car, plunged from 1,786 to just 96 units over the same period, a fall of 94%.While the drop is precipitous, it should be noted that auto sales are generally lower in the first quarter of the year than later in the year.Though confined to one region of Canada, the collapse mirrors similar issues in Europe, where Tesla sales fell by nearly 50% in April despite overall EV demand continuing to grow.In Québec, as in Europe, demand for electric vehicles remains strong, suggesting that Tesla's slump is less about market conditions and more about the brand itself.Rebate freeze and trade tensionsSeveral factors appear to be converging.Tesla has been excluded from Canada's federal EV rebate program, with million in rebates frozen and each individual claim now under review.Transport Minister Chrystia Freeland ordered the freeze in March following a last-minute surge in Tesla rebate applications — from 300 a day to nearly 5,800 — which triggered a probe into possible abuse.Freeland also said that Tesla would remain ineligible for future incentives as long as President Donald Trump's 25% tariffs on Canadian goods are in place.In parallel, provinces, including British Columbia, Prince Edward Island, and Manitoba, have removed Tesla from their rebate programs.Political backlashTesla's registration drop in Québec also comes amid a broader global backlash, especially in Europe, against CEO Elon Musk, who has endorsed a number of European political parties, including Germany's far-right AfD party and Britain's populist Reform UK party.
    In North America, Musk's role leading the Department of Government Efficiency has led to protests, boycotts, and vandalism of Tesla dealerships across at least a dozen states.Musk said this week he was stepping away from DOGE after months of involvement as a "special government employee." Federal law stipulates that those with this title cannot serve for more than 130 days in a 365-day period.Tesla's shares, which had come under pressure during Musk's DOGE stint, began rebounding in April after he announced he would step back from government work and "spend 24/7 at work" on his companies.In a Q&A published by Ars Technica on Tuesday, he said he'd been too involved in politics since wading into the 2024 presidential race last year — a campaign he heavily financed to the tune of nearly million.In a sit-down with Bloomberg at the Qatar Economic Forum last week, he said he's no longer going to be spending big on politics, like he did in the 2024 election.Tesla did not immediately respond to a request for comment from Business Insider.
    #tesla #faces #collapsing #sales #canada039s
    Tesla faces collapsing sales in Canada's Québec province, with new registrations tumbling 85%
    Elon Musk's Tesla registrations suffered a drop in Québec. Chip Somodevilla/Getty Images 2025-05-30T11:35:36Z d Read in app This story is available exclusively to Business Insider subscribers. Become an Insider and start reading now. Have an account? Tesla sales in Québec plunged 85% in the first quarter, mirroring sharp declines seen in Europe. Canada has frozen million in Tesla EV rebates due to Trump's tariffs and fraud concerns. Musk's DOGE work sparked backlash, boycotts, and dealership vandalism across the US and Europe. Tesla's sales woes have reached Canada.Data from the vehicle registration authority in the province of Québec shows a dramatic decline in Tesla registrations in the first quarter of 2025.Only 524 new Tesla vehicles were registered in Québec between January and March 2025, down over 85% from the 5,097 units logged in the final months of 2024.The company's top-selling Model Y saw the steepest drop in terms of pure numbers, falling from 3,274 units in the final quarter of 2024 to 360 in the first quarter of 2025. The Model 3, Tesla's cheapest car, plunged from 1,786 to just 96 units over the same period, a fall of 94%.While the drop is precipitous, it should be noted that auto sales are generally lower in the first quarter of the year than later in the year.Though confined to one region of Canada, the collapse mirrors similar issues in Europe, where Tesla sales fell by nearly 50% in April despite overall EV demand continuing to grow.In Québec, as in Europe, demand for electric vehicles remains strong, suggesting that Tesla's slump is less about market conditions and more about the brand itself.Rebate freeze and trade tensionsSeveral factors appear to be converging.Tesla has been excluded from Canada's federal EV rebate program, with million in rebates frozen and each individual claim now under review.Transport Minister Chrystia Freeland ordered the freeze in March following a last-minute surge in Tesla rebate applications — from 300 a day to nearly 5,800 — which triggered a probe into possible abuse.Freeland also said that Tesla would remain ineligible for future incentives as long as President Donald Trump's 25% tariffs on Canadian goods are in place.In parallel, provinces, including British Columbia, Prince Edward Island, and Manitoba, have removed Tesla from their rebate programs.Political backlashTesla's registration drop in Québec also comes amid a broader global backlash, especially in Europe, against CEO Elon Musk, who has endorsed a number of European political parties, including Germany's far-right AfD party and Britain's populist Reform UK party. In North America, Musk's role leading the Department of Government Efficiency has led to protests, boycotts, and vandalism of Tesla dealerships across at least a dozen states.Musk said this week he was stepping away from DOGE after months of involvement as a "special government employee." Federal law stipulates that those with this title cannot serve for more than 130 days in a 365-day period.Tesla's shares, which had come under pressure during Musk's DOGE stint, began rebounding in April after he announced he would step back from government work and "spend 24/7 at work" on his companies.In a Q&A published by Ars Technica on Tuesday, he said he'd been too involved in politics since wading into the 2024 presidential race last year — a campaign he heavily financed to the tune of nearly million.In a sit-down with Bloomberg at the Qatar Economic Forum last week, he said he's no longer going to be spending big on politics, like he did in the 2024 election.Tesla did not immediately respond to a request for comment from Business Insider. #tesla #faces #collapsing #sales #canada039s
    WWW.BUSINESSINSIDER.COM
    Tesla faces collapsing sales in Canada's Québec province, with new registrations tumbling 85%
    Elon Musk's Tesla registrations suffered a drop in Québec. Chip Somodevilla/Getty Images 2025-05-30T11:35:36Z Save Saved Read in app This story is available exclusively to Business Insider subscribers. Become an Insider and start reading now. Have an account? Tesla sales in Québec plunged 85% in the first quarter, mirroring sharp declines seen in Europe. Canada has frozen $43 million in Tesla EV rebates due to Trump's tariffs and fraud concerns. Musk's DOGE work sparked backlash, boycotts, and dealership vandalism across the US and Europe. Tesla's sales woes have reached Canada.Data from the vehicle registration authority in the province of Québec shows a dramatic decline in Tesla registrations in the first quarter of 2025.Only 524 new Tesla vehicles were registered in Québec between January and March 2025, down over 85% from the 5,097 units logged in the final months of 2024.The company's top-selling Model Y saw the steepest drop in terms of pure numbers, falling from 3,274 units in the final quarter of 2024 to 360 in the first quarter of 2025. The Model 3, Tesla's cheapest car, plunged from 1,786 to just 96 units over the same period, a fall of 94%.While the drop is precipitous, it should be noted that auto sales are generally lower in the first quarter of the year than later in the year.Though confined to one region of Canada, the collapse mirrors similar issues in Europe, where Tesla sales fell by nearly 50% in April despite overall EV demand continuing to grow.In Québec, as in Europe, demand for electric vehicles remains strong, suggesting that Tesla's slump is less about market conditions and more about the brand itself.Rebate freeze and trade tensionsSeveral factors appear to be converging.Tesla has been excluded from Canada's federal EV rebate program, with $43 million in rebates frozen and each individual claim now under review.Transport Minister Chrystia Freeland ordered the freeze in March following a last-minute surge in Tesla rebate applications — from 300 a day to nearly 5,800 — which triggered a probe into possible abuse.Freeland also said that Tesla would remain ineligible for future incentives as long as President Donald Trump's 25% tariffs on Canadian goods are in place.In parallel, provinces, including British Columbia, Prince Edward Island, and Manitoba, have removed Tesla from their rebate programs.Political backlashTesla's registration drop in Québec also comes amid a broader global backlash, especially in Europe, against CEO Elon Musk, who has endorsed a number of European political parties, including Germany's far-right AfD party and Britain's populist Reform UK party. In North America, Musk's role leading the Department of Government Efficiency has led to protests, boycotts, and vandalism of Tesla dealerships across at least a dozen states.Musk said this week he was stepping away from DOGE after months of involvement as a "special government employee." Federal law stipulates that those with this title cannot serve for more than 130 days in a 365-day period.Tesla's shares, which had come under pressure during Musk's DOGE stint, began rebounding in April after he announced he would step back from government work and "spend 24/7 at work" on his companies.In a Q&A published by Ars Technica on Tuesday, he said he'd been too involved in politics since wading into the 2024 presidential race last year — a campaign he heavily financed to the tune of nearly $300 million.In a sit-down with Bloomberg at the Qatar Economic Forum last week, he said he's no longer going to be spending big on politics, like he did in the 2024 election.Tesla did not immediately respond to a request for comment from Business Insider.
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  • Devlog #9: A Little Bit of Polish

    Devlog #9: A Little Bit of Polish

    posted in Sword and Quill Devlog

    Published May 26, 2025

    Advertisement

    Hi, wonderful humans! It's time for another devlog.The Creature Collector Fest is over but the Next Fest is right around the corner! Juggling priorities gets harder and harder between improving the demo, working on the main game, making sure the Twitch integration works, adding Animons, capturing fixing wild bugs, marketing. I'm trying to use Codecks more consistently which definitely helps. Did you know I have an open board? You can check what I'm working on or what I have planned and even up-vote features you like to see most. You can find it here.With another upcoming event, the Access-Ability showcase, I've been prioritizing accessibility features like optimizing the UI for scaling to reduce cases where elements get pushed out of the screen. Next, I'm trying to tackle adding more options for photosensitivity. You can already disable screenshake but there's currently no option for reducing flashing lights. Time for PolishWith a little bit of time opening up, I managed to dedicate some of it to polish which felt incredibly good after weeks of very technical tasks. I improved the win screen that shows when you beat either the demo or the alpha and added animations to it. Honestly, the win screen was all over the place before that with elements overlapping each other, text being cut off, and more abominations. Oof...At the end of last week,  I started working on preventing the UI getting pushed around when you or the enemy had too many dice. I added dynamic spacing between the dice that takes the amount and the width of the container into account and added a nice bouncy hover effect to make it easier to see when they are close together. Again, using Tweens, I scale the node up and down accordingly with the "elastic" curve for that nice swing effect at the end.I hope to find time to add more battle effects to tricks which are also in need of a lot of polish. Many attacks just reuse the tackle or jump attack effect but they deserve their own little identity. This might lead to refactoring the entire battle effect system which I implemented a while ago before I learned how to write better code. I'm currently creating a scene for each effect with the battle effect resource which has a drop-down for all sorts of effect types like animation, tween, particles, and so on. I can assign a target control and tell it what to do from self-defined presets, if the effect should target the player or opponent, and so on. I probably want to rework it to be similar to how I create tricks now, where I can add trick features as a sub-resource indefinitely to customize it however I want because – like with the old tricks – I cannot combine effects like tween and particles with the current battle effect system.A few smaller tweaks are the run menu on the map collapsing when not needed and the starter selection screen which now shows the Animon's quirk when hovering/focusing on it.RoadmapPlanning the next months is blehbut it's gotta be done. I already moved some feature back into the early access period to make sure I get the base game loop solid and working before that. Currently, I'm eyeing end of July for early access which is after the Summer Sale but before the gamescom. Until then, I want all three regions to have roughly the same amount of Animons and the difficulty curve more or less balanced. There's also a story-cinematic I have planned as an intro to give you a little bit of narrative context but we'll see if I get around drawing all that.A few features I have planned for the ea period are:Soulblaze mechanic: We all want it, we all love it: Evolution, transformation, digitize, super sayjan form, and what not. Soulblaze forms have been on the list since the beginning but I didn't want to add it until I was sure I have settled on the dice mechanics because they will be a big part of triggering it.Nuzlocke-mode: Adding the popular self-imposed difficulty challenge from Pokémon to the game. If you don't know it, it means that if one of your creatures gets defeated, you have to release it and you get to only capture one creature per region. The mode would take care of these restrictions for you, of course.  Co-op mode: I love co-op and there's not nearly enough games with it. Since Soulblaze is turn-based, it's possible to insert a 2-player mode but I'd have to figure out how to handle displaying 2 Animons per side and how to handle turns then. Do the player both plan their turn and they play out together or do they go one after the other? Maybe alternating with the enemy? Will think about this.Unlockable comic pages: Story is always important to me and I literally can't create a game without having a story in mind. While Soulblaze might be my least story-focused game so far, I still want it to contain lore and especially character stories. In that regard, I want players to be able to unlock comic pages while they play which they can read in the collection and don't worry, I'll add visual descriptions to those as well, of course!Keep in mind that those are features I wish to implement and not guaranteed. I don't know if I will have the time to implement all of these or that I don't run into serious technical issues that I can't solve. Solo dev means that your time is so split between everything that every mid to large hurdle can mean it has to be put on hold indefinitely. But I'll do my best and it also helps that I really, really want those features.Lore Sneak-PeekOver a decade ago the Observer arrived on Earth, a huge crystalline lifeform that appeared to be peaceful. A few years later, for unknown reasons, it shattered and fragments of it grew to became the Animons we know today. Bindshards are made from the outer shell of the Observer and are used to capture Animons because they naturally want to return to their original form, therefore binding easily with the material of the Observer.When exactly the Soulblaze was discovered is unclear but the first Animancers experienced alteration of the Animons' physical shape when they got really excited, scared, or angry. It happens when the soul literally ignites in a surge of energy. Humans, as they do, saw the power and tried to trigger the Soulblaze within themselves which did not go so great...  the results are, well, you have met some of the bosses, haven't you...?

    Previous Entry
    Accessibility in Games - Where do I start?

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    #devlog #little #bit #polish
    Devlog #9: A Little Bit of Polish
    Devlog #9: A Little Bit of Polish posted in Sword and Quill Devlog Published May 26, 2025 Advertisement Hi, wonderful humans! It's time for another devlog.The Creature Collector Fest is over but the Next Fest is right around the corner! Juggling priorities gets harder and harder between improving the demo, working on the main game, making sure the Twitch integration works, adding Animons, capturing fixing wild bugs, marketing. I'm trying to use Codecks more consistently which definitely helps. Did you know I have an open board? You can check what I'm working on or what I have planned and even up-vote features you like to see most. You can find it here.With another upcoming event, the Access-Ability showcase, I've been prioritizing accessibility features like optimizing the UI for scaling to reduce cases where elements get pushed out of the screen. Next, I'm trying to tackle adding more options for photosensitivity. You can already disable screenshake but there's currently no option for reducing flashing lights. Time for PolishWith a little bit of time opening up, I managed to dedicate some of it to polish which felt incredibly good after weeks of very technical tasks. I improved the win screen that shows when you beat either the demo or the alpha and added animations to it. Honestly, the win screen was all over the place before that with elements overlapping each other, text being cut off, and more abominations. Oof...At the end of last week,  I started working on preventing the UI getting pushed around when you or the enemy had too many dice. I added dynamic spacing between the dice that takes the amount and the width of the container into account and added a nice bouncy hover effect to make it easier to see when they are close together. Again, using Tweens, I scale the node up and down accordingly with the "elastic" curve for that nice swing effect at the end.I hope to find time to add more battle effects to tricks which are also in need of a lot of polish. Many attacks just reuse the tackle or jump attack effect but they deserve their own little identity. This might lead to refactoring the entire battle effect system which I implemented a while ago before I learned how to write better code. I'm currently creating a scene for each effect with the battle effect resource which has a drop-down for all sorts of effect types like animation, tween, particles, and so on. I can assign a target control and tell it what to do from self-defined presets, if the effect should target the player or opponent, and so on. I probably want to rework it to be similar to how I create tricks now, where I can add trick features as a sub-resource indefinitely to customize it however I want because – like with the old tricks – I cannot combine effects like tween and particles with the current battle effect system.A few smaller tweaks are the run menu on the map collapsing when not needed and the starter selection screen which now shows the Animon's quirk when hovering/focusing on it.RoadmapPlanning the next months is blehbut it's gotta be done. I already moved some feature back into the early access period to make sure I get the base game loop solid and working before that. Currently, I'm eyeing end of July for early access which is after the Summer Sale but before the gamescom. Until then, I want all three regions to have roughly the same amount of Animons and the difficulty curve more or less balanced. There's also a story-cinematic I have planned as an intro to give you a little bit of narrative context but we'll see if I get around drawing all that.A few features I have planned for the ea period are:Soulblaze mechanic: We all want it, we all love it: Evolution, transformation, digitize, super sayjan form, and what not. Soulblaze forms have been on the list since the beginning but I didn't want to add it until I was sure I have settled on the dice mechanics because they will be a big part of triggering it.Nuzlocke-mode: Adding the popular self-imposed difficulty challenge from Pokémon to the game. If you don't know it, it means that if one of your creatures gets defeated, you have to release it and you get to only capture one creature per region. The mode would take care of these restrictions for you, of course.  Co-op mode: I love co-op and there's not nearly enough games with it. Since Soulblaze is turn-based, it's possible to insert a 2-player mode but I'd have to figure out how to handle displaying 2 Animons per side and how to handle turns then. Do the player both plan their turn and they play out together or do they go one after the other? Maybe alternating with the enemy? Will think about this.Unlockable comic pages: Story is always important to me and I literally can't create a game without having a story in mind. While Soulblaze might be my least story-focused game so far, I still want it to contain lore and especially character stories. In that regard, I want players to be able to unlock comic pages while they play which they can read in the collection and don't worry, I'll add visual descriptions to those as well, of course!Keep in mind that those are features I wish to implement and not guaranteed. I don't know if I will have the time to implement all of these or that I don't run into serious technical issues that I can't solve. Solo dev means that your time is so split between everything that every mid to large hurdle can mean it has to be put on hold indefinitely. But I'll do my best and it also helps that I really, really want those features.Lore Sneak-PeekOver a decade ago the Observer arrived on Earth, a huge crystalline lifeform that appeared to be peaceful. A few years later, for unknown reasons, it shattered and fragments of it grew to became the Animons we know today. Bindshards are made from the outer shell of the Observer and are used to capture Animons because they naturally want to return to their original form, therefore binding easily with the material of the Observer.When exactly the Soulblaze was discovered is unclear but the first Animancers experienced alteration of the Animons' physical shape when they got really excited, scared, or angry. It happens when the soul literally ignites in a surge of energy. Humans, as they do, saw the power and tried to trigger the Soulblaze within themselves which did not go so great...  the results are, well, you have met some of the bosses, haven't you...? Previous Entry Accessibility in Games - Where do I start? Comments You must log in to join the conversation. Don't have a GameDev.net account? Sign up! #devlog #little #bit #polish
    GAMEDEV.NET
    Devlog #9: A Little Bit of Polish
    Devlog #9: A Little Bit of Polish posted in Sword and Quill Devlog Published May 26, 2025 Advertisement Hi, wonderful humans! It's time for another devlog.The Creature Collector Fest is over but the Next Fest is right around the corner! Juggling priorities gets harder and harder between improving the demo, working on the main game, making sure the Twitch integration works, adding Animons, capturing fixing wild bugs, marketing. I'm trying to use Codecks more consistently which definitely helps. Did you know I have an open board? You can check what I'm working on or what I have planned and even up-vote features you like to see most. You can find it here.With another upcoming event, the Access-Ability showcase, I've been prioritizing accessibility features like optimizing the UI for scaling to reduce cases where elements get pushed out of the screen. Next, I'm trying to tackle adding more options for photosensitivity. You can already disable screenshake but there's currently no option for reducing flashing lights. Time for PolishWith a little bit of time opening up, I managed to dedicate some of it to polish which felt incredibly good after weeks of very technical tasks. I improved the win screen that shows when you beat either the demo or the alpha and added animations to it (loving Tweens y'all!). Honestly, the win screen was all over the place before that with elements overlapping each other, text being cut off, and more abominations. Oof...At the end of last week,  I started working on preventing the UI getting pushed around when you or the enemy had too many dice. I added dynamic spacing between the dice that takes the amount and the width of the container into account and added a nice bouncy hover effect to make it easier to see when they are close together. Again, using Tweens, I scale the node up and down accordingly with the "elastic" curve for that nice swing effect at the end.I hope to find time to add more battle effects to tricks which are also in need of a lot of polish. Many attacks just reuse the tackle or jump attack effect but they deserve their own little identity. This might lead to refactoring the entire battle effect system which I implemented a while ago before I learned how to write better code. I'm currently creating a scene for each effect with the battle effect resource which has a drop-down for all sorts of effect types like animation, tween, particles, and so on. I can assign a target control and tell it what to do from self-defined presets, if the effect should target the player or opponent, and so on. I probably want to rework it to be similar to how I create tricks now, where I can add trick features as a sub-resource indefinitely to customize it however I want because – like with the old tricks – I cannot combine effects like tween and particles with the current battle effect system.A few smaller tweaks are the run menu on the map collapsing when not needed and the starter selection screen which now shows the Animon's quirk when hovering/focusing on it.Roadmap(?)Planning the next months is bleh (I hate planning!) but it's gotta be done. I already moved some feature back into the early access period to make sure I get the base game loop solid and working before that. Currently, I'm eyeing end of July for early access which is after the Summer Sale but before the gamescom. Until then, I want all three regions to have roughly the same amount of Animons and the difficulty curve more or less balanced (and of course zero bugs and full optimization which is a reasonable and realistic expectation). There's also a story-cinematic I have planned as an intro to give you a little bit of narrative context but we'll see if I get around drawing all that.A few features I have planned for the ea period are:Soulblaze mechanic: We all want it, we all love it: Evolution, transformation, digitize, super sayjan form, and what not. Soulblaze forms have been on the list since the beginning but I didn't want to add it until I was sure I have settled on the dice mechanics because they will be a big part of triggering it.Nuzlocke-mode: Adding the popular self-imposed difficulty challenge from Pokémon to the game. If you don't know it, it means that if one of your creatures gets defeated, you have to release it and you get to only capture one creature per region. The mode would take care of these restrictions for you, of course.  Co-op mode: I love co-op and there's not nearly enough games with it. Since Soulblaze is turn-based, it's possible to insert a 2-player mode but I'd have to figure out how to handle displaying 2 Animons per side and how to handle turns then. Do the player both plan their turn and they play out together or do they go one after the other? Maybe alternating with the enemy? Will think about this.Unlockable comic pages: Story is always important to me and I literally can't create a game without having a story in mind. While Soulblaze might be my least story-focused game so far, I still want it to contain lore and especially character stories. In that regard, I want players to be able to unlock comic pages while they play which they can read in the collection and don't worry, I'll add visual descriptions to those as well, of course!Keep in mind that those are features I wish to implement and not guaranteed (well, except for Soulblaze forms which... kinda have to be in there, y'know?). I don't know if I will have the time to implement all of these or that I don't run into serious technical issues that I can't solve. Solo dev means that your time is so split between everything that every mid to large hurdle can mean it has to be put on hold indefinitely. But I'll do my best and it also helps that I really, really want those features.Lore Sneak-PeekOver a decade ago the Observer arrived on Earth, a huge crystalline lifeform that appeared to be peaceful. A few years later, for unknown reasons, it shattered and fragments of it grew to became the Animons we know today. Bindshards are made from the outer shell of the Observer and are used to capture Animons because they naturally want to return to their original form, therefore binding easily with the material of the Observer.When exactly the Soulblaze was discovered is unclear but the first Animancers experienced alteration of the Animons' physical shape when they got really excited, scared, or angry. It happens when the soul literally ignites in a surge of energy. Humans, as they do, saw the power and tried to trigger the Soulblaze within themselves which did not go so great...  the results are, well, you have met some of the bosses, haven't you...? Previous Entry Accessibility in Games - Where do I start? Comments You must log in to join the conversation. Don't have a GameDev.net account? Sign up!
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  • Doctor Who Season 2, Episode 7 Review – “Wish World”

    This review contains spoilers for season 2, episode 7 of Doctor Who, “Wish World.”For long-time Doctor Who fans, the return of a villain like The Rani might sound like an event. It certainly felt like one last week, when she turned up with theatrical flair in the mid-credits sting of “The Interstellar Song Contest” – a neat surprise, powered by Archie Panjabi’s steely presence and a dash of proper mystery. But in this week’s “Wish World”? That spark dies on arrival. Her comeback is just another awkward throwback in an episode that doesn’t know how to handle its past, let alone make the present feel like it matters.“Wish World” represents the worst instincts of Doctor Who’s Disney era dialled up: glossy, confused, and screaming for attention. It’s a limp cocktail of shameless lore dumping, shallow storytelling, and a truly baffling sense of self-satisfaction. It spends a tiresome 45 minutes of build-up to just point at old names like a magician revealing a bent spoon, hoping the gesture alone is enough to amaze. The Rani’s return should feel seismic. It’s been 38 years since the evil Time Lord made her last onscreen appearance – 32 if you count her face-off against all the then-living Doctors and the cast of EastEnders in a charity special. That’s a long time, and in theory, this ought to carry the same weight as The Master crashing back into things in 2007’s “Utopia”. That twist didn’t just rely on nostalgia; it weaponised it, using it to amplify character and raise the stakes. Instead, now, we get a Rani written like a stock villain with a backstory cribbed from a half-read wiki page. There’s no sense of danger, no theatrical flair, no mystique. Just a few arch lines, a plot that barely scans, and a breadcrumb trail to yet another dusty Time Lord pulled from the show’s attic: Omega. It’s a name that’ll light up a handful of Reddit threads, sure, but it lands with a shrug for the vast majority who haven’t been revisiting “The Three Doctors” on BritBox. Which is, to be clear, mostly everyone.What’s baffling isn’t just the lack of payoff, it’s how proudly this outing squanders every opportunity to deliver one. “Wish World” relies entirely on prior recognition, but never lifts a finger to earn that investment in the here and now. It’s obsessed with nods, references, and several meandering mystery boxes, but utterly uninterested in what any of it means. This is fan service at its most vacant, a frustrating mess that treats characters like mere collectibles that get pulled from a shelf when you’re having a fancy dinner party. It’s not quite the sludgy CG necromancy of The Flash, but it’s cut from the same cloth: a hollow echo chamber of reveals with no buildup, and a premise that promises tension but fizzles into a joyless trudge through stiff dialogue and characters who feel barely sketched in. Conrad pops up again with all the charisma of a queue at the post office, Ruby is inexplicably present but does almost nothing, and even Belinda, usually a bright spot, is reduced to exposition and reaction shots. The whole plot moves like it's dragging a piano through quicksand, slowly collapsing under the weight of its pointless name-dropping bore fest of script."Wish World" has the promise of tension but fizzles into a joyless trudge through stiff dialogue and characters who feel barely sketched in.“With only one episode left, the finale now has to perform miracles: justify this mess, tie the threads together, and inject meaning where there's currently none. Doctor Who used to remix its past into something alive, urgent, and new; here, it just gawks at its own reflection, hoping a few barely recognisable names will do all the heavy lifting. Once upon a time, Russell T Davies brought heart and clarity to a show left for dead, reviving it with enough energy and emotional force to make it essential playground currency across Britain. Now, it feels like he’s coasting. This isn’t Doctor Who with something to say, it’s a desperate exposition dump, stitched together from scraps of nostalgia and noise. Worst of all, it expects that to be enough.
    #doctor #who #season #episode #review
    Doctor Who Season 2, Episode 7 Review – “Wish World”
    This review contains spoilers for season 2, episode 7 of Doctor Who, “Wish World.”For long-time Doctor Who fans, the return of a villain like The Rani might sound like an event. It certainly felt like one last week, when she turned up with theatrical flair in the mid-credits sting of “The Interstellar Song Contest” – a neat surprise, powered by Archie Panjabi’s steely presence and a dash of proper mystery. But in this week’s “Wish World”? That spark dies on arrival. Her comeback is just another awkward throwback in an episode that doesn’t know how to handle its past, let alone make the present feel like it matters.“Wish World” represents the worst instincts of Doctor Who’s Disney era dialled up: glossy, confused, and screaming for attention. It’s a limp cocktail of shameless lore dumping, shallow storytelling, and a truly baffling sense of self-satisfaction. It spends a tiresome 45 minutes of build-up to just point at old names like a magician revealing a bent spoon, hoping the gesture alone is enough to amaze. The Rani’s return should feel seismic. It’s been 38 years since the evil Time Lord made her last onscreen appearance – 32 if you count her face-off against all the then-living Doctors and the cast of EastEnders in a charity special. That’s a long time, and in theory, this ought to carry the same weight as The Master crashing back into things in 2007’s “Utopia”. That twist didn’t just rely on nostalgia; it weaponised it, using it to amplify character and raise the stakes. Instead, now, we get a Rani written like a stock villain with a backstory cribbed from a half-read wiki page. There’s no sense of danger, no theatrical flair, no mystique. Just a few arch lines, a plot that barely scans, and a breadcrumb trail to yet another dusty Time Lord pulled from the show’s attic: Omega. It’s a name that’ll light up a handful of Reddit threads, sure, but it lands with a shrug for the vast majority who haven’t been revisiting “The Three Doctors” on BritBox. Which is, to be clear, mostly everyone.What’s baffling isn’t just the lack of payoff, it’s how proudly this outing squanders every opportunity to deliver one. “Wish World” relies entirely on prior recognition, but never lifts a finger to earn that investment in the here and now. It’s obsessed with nods, references, and several meandering mystery boxes, but utterly uninterested in what any of it means. This is fan service at its most vacant, a frustrating mess that treats characters like mere collectibles that get pulled from a shelf when you’re having a fancy dinner party. It’s not quite the sludgy CG necromancy of The Flash, but it’s cut from the same cloth: a hollow echo chamber of reveals with no buildup, and a premise that promises tension but fizzles into a joyless trudge through stiff dialogue and characters who feel barely sketched in. Conrad pops up again with all the charisma of a queue at the post office, Ruby is inexplicably present but does almost nothing, and even Belinda, usually a bright spot, is reduced to exposition and reaction shots. The whole plot moves like it's dragging a piano through quicksand, slowly collapsing under the weight of its pointless name-dropping bore fest of script."Wish World" has the promise of tension but fizzles into a joyless trudge through stiff dialogue and characters who feel barely sketched in.“With only one episode left, the finale now has to perform miracles: justify this mess, tie the threads together, and inject meaning where there's currently none. Doctor Who used to remix its past into something alive, urgent, and new; here, it just gawks at its own reflection, hoping a few barely recognisable names will do all the heavy lifting. Once upon a time, Russell T Davies brought heart and clarity to a show left for dead, reviving it with enough energy and emotional force to make it essential playground currency across Britain. Now, it feels like he’s coasting. This isn’t Doctor Who with something to say, it’s a desperate exposition dump, stitched together from scraps of nostalgia and noise. Worst of all, it expects that to be enough. #doctor #who #season #episode #review
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    Doctor Who Season 2, Episode 7 Review – “Wish World”
    This review contains spoilers for season 2, episode 7 of Doctor Who, “Wish World.”For long-time Doctor Who fans, the return of a villain like The Rani might sound like an event. It certainly felt like one last week, when she turned up with theatrical flair in the mid-credits sting of “The Interstellar Song Contest” – a neat surprise, powered by Archie Panjabi’s steely presence and a dash of proper mystery. But in this week’s “Wish World”? That spark dies on arrival. Her comeback is just another awkward throwback in an episode that doesn’t know how to handle its past, let alone make the present feel like it matters.“Wish World” represents the worst instincts of Doctor Who’s Disney era dialled up: glossy, confused, and screaming for attention. It’s a limp cocktail of shameless lore dumping, shallow storytelling, and a truly baffling sense of self-satisfaction. It spends a tiresome 45 minutes of build-up to just point at old names like a magician revealing a bent spoon, hoping the gesture alone is enough to amaze. The Rani’s return should feel seismic. It’s been 38 years since the evil Time Lord made her last onscreen appearance – 32 if you count her face-off against all the then-living Doctors and the cast of EastEnders in a charity special. That’s a long time, and in theory, this ought to carry the same weight as The Master crashing back into things in 2007’s “Utopia”. That twist didn’t just rely on nostalgia; it weaponised it, using it to amplify character and raise the stakes. Instead, now, we get a Rani written like a stock villain with a backstory cribbed from a half-read wiki page. There’s no sense of danger, no theatrical flair, no mystique. Just a few arch lines, a plot that barely scans, and a breadcrumb trail to yet another dusty Time Lord pulled from the show’s attic: Omega. It’s a name that’ll light up a handful of Reddit threads, sure, but it lands with a shrug for the vast majority who haven’t been revisiting “The Three Doctors” on BritBox. Which is, to be clear, mostly everyone.What’s baffling isn’t just the lack of payoff, it’s how proudly this outing squanders every opportunity to deliver one. “Wish World” relies entirely on prior recognition, but never lifts a finger to earn that investment in the here and now. It’s obsessed with nods, references, and several meandering mystery boxes, but utterly uninterested in what any of it means. This is fan service at its most vacant, a frustrating mess that treats characters like mere collectibles that get pulled from a shelf when you’re having a fancy dinner party. It’s not quite the sludgy CG necromancy of The Flash, but it’s cut from the same cloth: a hollow echo chamber of reveals with no buildup, and a premise that promises tension but fizzles into a joyless trudge through stiff dialogue and characters who feel barely sketched in. Conrad pops up again with all the charisma of a queue at the post office, Ruby is inexplicably present but does almost nothing, and even Belinda, usually a bright spot, is reduced to exposition and reaction shots. The whole plot moves like it's dragging a piano through quicksand, slowly collapsing under the weight of its pointless name-dropping bore fest of script."Wish World" has the promise of tension but fizzles into a joyless trudge through stiff dialogue and characters who feel barely sketched in.“With only one episode left, the finale now has to perform miracles: justify this mess, tie the threads together, and inject meaning where there's currently none. Doctor Who used to remix its past into something alive, urgent, and new; here, it just gawks at its own reflection, hoping a few barely recognisable names will do all the heavy lifting. Once upon a time, Russell T Davies brought heart and clarity to a show left for dead, reviving it with enough energy and emotional force to make it essential playground currency across Britain. Now, it feels like he’s coasting. This isn’t Doctor Who with something to say, it’s a desperate exposition dump, stitched together from scraps of nostalgia and noise. Worst of all, it expects that to be enough.
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  • Try ‘Japanese Walking’ If You Hate Running

    We may earn a commission from links on this page.If you find running intimidating, know that there is another way to get some fresh air while doing a reasonably intense workout. It’s called interval walking training, or sometimes  "Japanese walking" or "3x3 walking." It’s a form of HIIT, but it won’t end in you collapsing on the floor, hating your life. Here’s how to do it. How to do the 3x3 "Japanese walking" workoutThe original protocol for this exercise, as published here in 2007 by Hiroshi Nose’s team at Shinshu University in Japan, used a lab test to help people determine how fast they should walk during the workout. Since that’s not practical for most of us, a common substitute is to use perceived effort. During the high intensity portions, you walk a strong, fast pace—about as fast as you can without jogging, and without getting too tired. For the low intensity portions, you walk normally. So here’s the protocol. It’s simple, and it doesn’t require a warmup, so you can just jump right in: Walk for three minutes at a normal speed. Walk for three minutes at high intensity.Repeat those two steps for 30 minutes or more.To time those intervals, you can program any smartwatch to beep at three-minute intervals, or just use your phone. I like the free Intervals Pro app on my iPhone; try Interval Timer on Android. In the 2007 study, older adults who did this workout four or more times per week, for five months, ended the study with better aerobic fitness and leg strength than when they started. If you’ve ever wondered whether walking counts as exercise, this certainly does. Why interval walking is the new HIITInterval walking is starting to become more popular. Garmin’s latest lifestyle watch, the Vivoactive 6, comes with walking workouts, which include intervals similar to the ones in the 3x3 workout. You can see examples of Garmin’s walking workouts in my review of the watch here.Why the love for walking? I see a few forces at work here. First, there’s a lot of over-the-top, go-get-em attitudes in the fitness world, especially on social media. If you’ve been through a few rounds of HIIT hype, you may be sick of trying to push yourself harder and harder The backlash to high intensity fitness can go a bit too far the other way, telling peoplethat they don’t need to lift weights or work hard in the gym; they can just go for walks and do some gentle yoga or Pilates. Take that advice seriously enough, and you won’t end up getting much exercise at all. Interval walking occupies a place in the middle—harder than a hot girl walk or cozy cardio, but easierthan a 12-3-30 treadmill trudge. Interval walking is especially accessible to people who don’t have a gym membership or fitnessy clothes: All you need is a pair of shoes that are comfortable to walk in. And here’s where I think the real magic of walking comes in: It stops you from overthinking your fitness routine, and lets you just get started. You won’t be tempted to overthink about running shoes or fitness watches—you just get out there and walk. 
    #try #japanese #walking #you #hate
    Try ‘Japanese Walking’ If You Hate Running
    We may earn a commission from links on this page.If you find running intimidating, know that there is another way to get some fresh air while doing a reasonably intense workout. It’s called interval walking training, or sometimes  "Japanese walking" or "3x3 walking." It’s a form of HIIT, but it won’t end in you collapsing on the floor, hating your life. Here’s how to do it. How to do the 3x3 "Japanese walking" workoutThe original protocol for this exercise, as published here in 2007 by Hiroshi Nose’s team at Shinshu University in Japan, used a lab test to help people determine how fast they should walk during the workout. Since that’s not practical for most of us, a common substitute is to use perceived effort. During the high intensity portions, you walk a strong, fast pace—about as fast as you can without jogging, and without getting too tired. For the low intensity portions, you walk normally. So here’s the protocol. It’s simple, and it doesn’t require a warmup, so you can just jump right in: Walk for three minutes at a normal speed. Walk for three minutes at high intensity.Repeat those two steps for 30 minutes or more.To time those intervals, you can program any smartwatch to beep at three-minute intervals, or just use your phone. I like the free Intervals Pro app on my iPhone; try Interval Timer on Android. In the 2007 study, older adults who did this workout four or more times per week, for five months, ended the study with better aerobic fitness and leg strength than when they started. If you’ve ever wondered whether walking counts as exercise, this certainly does. Why interval walking is the new HIITInterval walking is starting to become more popular. Garmin’s latest lifestyle watch, the Vivoactive 6, comes with walking workouts, which include intervals similar to the ones in the 3x3 workout. You can see examples of Garmin’s walking workouts in my review of the watch here.Why the love for walking? I see a few forces at work here. First, there’s a lot of over-the-top, go-get-em attitudes in the fitness world, especially on social media. If you’ve been through a few rounds of HIIT hype, you may be sick of trying to push yourself harder and harder The backlash to high intensity fitness can go a bit too far the other way, telling peoplethat they don’t need to lift weights or work hard in the gym; they can just go for walks and do some gentle yoga or Pilates. Take that advice seriously enough, and you won’t end up getting much exercise at all. Interval walking occupies a place in the middle—harder than a hot girl walk or cozy cardio, but easierthan a 12-3-30 treadmill trudge. Interval walking is especially accessible to people who don’t have a gym membership or fitnessy clothes: All you need is a pair of shoes that are comfortable to walk in. And here’s where I think the real magic of walking comes in: It stops you from overthinking your fitness routine, and lets you just get started. You won’t be tempted to overthink about running shoes or fitness watches—you just get out there and walk.  #try #japanese #walking #you #hate
    LIFEHACKER.COM
    Try ‘Japanese Walking’ If You Hate Running
    We may earn a commission from links on this page.If you find running intimidating, know that there is another way to get some fresh air while doing a reasonably intense workout. It’s called interval walking training (IWT), or sometimes  "Japanese walking" or "3x3 walking." It’s a form of HIIT, but it won’t end in you collapsing on the floor, hating your life. Here’s how to do it. How to do the 3x3 "Japanese walking" workoutThe original protocol for this exercise, as published here in 2007 by Hiroshi Nose’s team at Shinshu University in Japan, used a lab test to help people determine how fast they should walk during the workout. Since that’s not practical for most of us, a common substitute is to use perceived effort. During the high intensity portions, you walk a strong, fast pace—about as fast as you can without jogging, and without getting too tired. For the low intensity portions, you walk normally. So here’s the protocol. It’s simple, and it doesn’t require a warmup, so you can just jump right in: Walk for three minutes at a normal speed. Walk for three minutes at high intensity (as fast as you reasonably can).Repeat those two steps for 30 minutes or more.To time those intervals, you can program any smartwatch to beep at three-minute intervals, or just use your phone. I like the free Intervals Pro app on my iPhone; try Interval Timer on Android. In the 2007 study, older adults who did this workout four or more times per week, for five months, ended the study with better aerobic fitness and leg strength than when they started. If you’ve ever wondered whether walking counts as exercise, this certainly does. Why interval walking is the new HIITInterval walking is starting to become more popular. Garmin’s latest lifestyle watch, the Vivoactive 6, comes with walking workouts, which include intervals similar to the ones in the 3x3 workout. You can see examples of Garmin’s walking workouts in my review of the watch here.Why the love for walking? I see a few forces at work here. First, there’s a lot of over-the-top, go-get-em attitudes in the fitness world, especially on social media. If you’ve been through a few rounds of HIIT hype, you may be sick of trying to push yourself harder and harder (or you were so intimidated by the idea that you never tried.) The backlash to high intensity fitness can go a bit too far the other way, telling people (often women who have been told to worry about their cortisol) that they don’t need to lift weights or work hard in the gym; they can just go for walks and do some gentle yoga or Pilates. Take that advice seriously enough, and you won’t end up getting much exercise at all. Interval walking occupies a place in the middle—harder than a hot girl walk or cozy cardio, but easier (and more fun!) than a 12-3-30 treadmill trudge. Interval walking is especially accessible to people who don’t have a gym membership or fitnessy clothes: All you need is a pair of shoes that are comfortable to walk in. And here’s where I think the real magic of walking comes in: It stops you from overthinking your fitness routine, and lets you just get started. You won’t be tempted to overthink about running shoes or fitness watches—you just get out there and walk. 
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