• Would you switch browsers for a chatbot?

    Hi, friends! Welcome to Installer No. 87, your guide to the best and Verge-iest stuff in the world.This week, I’ve been reading about Sabrina Carpenter and Khaby Lame and intimacy coordinators, finally making a dent in Barbarians at the Gate, watching all the Ben Schwartz and Friends I can find on YouTube, planning my days with the new Finalist beta, recklessly installing all the Apple developer betas after WWDC, thoroughly enjoying Dakota Johnson’s current press tour, and trying to clear all my inboxes before I go on parental leave. It’s… going.I also have for you a much-awaited new browser, a surprise update to a great photo editor, a neat trailer for a meh-looking movie, a classic Steve Jobs speech, and much more. Slightly shorter issue this week, sorry; there’s just a lot going on, but I didn’t want to leave y’all hanging entirely. Oh, and: we’ll be off next week, for Juneteenth, vacation, and general summer chaos reasons. We’ll be back in full force after that, though! Let’s get into it.The DropDia. I know there are a lot of Arc fans here in the Installerverse, and I know you, like me, will have a lot of feelings about the company’s new and extremely AI-focused browser. Personally, I don’t see leaving Arc anytime soon, but there are some really fascinating ideasin Dia already. Snapseed 3.0. I completely forgot Snapseed even existed, and now here’s a really nice update with a bunch of new editing tools and a nice new redesign! As straightforward photo editors go, this is one of the better ones. The new version is only on iOS right now, but I assume it’s heading to Android shortly.“I Tried To Make Something In America.” I was first turned onto the story of the Smarter Scrubber by a great Search Engine episode, and this is a great companion to the story about what it really takes to bring manufacturing back to the US. And why it’s hard to justify.. That link, and the trailer, will only do anything for you if you have a newer iPhone. But even if you don’t care about the movie, the trailer — which actually buzzes in sync with the car’s rumbles and revs — is just really, really cool. Android 16. You can’t get the cool, colorful new look just yet or the desktop mode I am extremely excited about — there’s a lot of good stuff in Android 16 but most of it is coming later. Still, Live Updates look good, and there’s some helpful accessibility stuff, as well.The Infinite Machine Olto. I am such a sucker for any kind of futuristic-looking electric scooter, and this one really hits the sweet spot. Part moped, part e-bike, all Blade Runner vibes. If it wasn’t then I would’ve probably ordered one already.The Fujifilm X-E5. I kept wondering why Fujifilm didn’t just make, like, a hundred different great-looking cameras at every imaginable price because everyone wants a camera this cool. Well, here we are! It’s a spin on the X100VI but with interchangeable lenses and a few power-user features. All my photographer friends are going to want this.Call Her Alex. I confess I’m no Call Her Daddy diehard, but I found this two-part doc on Alex Cooper really interesting. Cooper’s story is all about understanding people, the internet, and what it means to feel connected now. It’s all very low-stakes and somehow also existential? It’s only two parts, you should watch it.“Steve Jobs - 2005 Stanford Commencement Address.” For the 20th anniversary of Jobs’ famousspeech, the Steve Jobs Archive put together a big package of stories, notes, and other materials around the speech. Plus, a newly high-def version of the video. This one’s always worth the 15 minutes.Dune: Awakening. Dune has ascended to the rare territory of “I will check out anything from this franchise, ever, no questions asked.” This game is big on open-world survival and ornithopters, too, so it’s even more my kind of thing. And it’s apparently punishingly difficult in spots.CrowdsourcedHere’s what the Installer community is into this week. I want to know what you’re into right now as well! Email installer@theverge.com or message me on Signal — @davidpierce.11 — with your recommendations for anything and everything, and we’ll feature some of our favorites here every week. For even more great recommendations, check out the replies to this post on Threads and this post on Bluesky.“I had tried the paper planner in the leather Paper Republic journal but since have moved onto the Remarkable Paper Pro color e-ink device which takes everything you like about paper but makes it editable and color coded. Combine this with a Remarkable planner in PDF format off of Etsy and you are golden.” — Jason“I started reading a manga series from content creator Cory Kenshin called Monsters We Make. So far, I love it. Already preordered Vol. 2.” — Rob“I recently went down the third party controller rabbit hole after my trusty adapted Xbox One controller finally kicked the bucket, and I wanted something I could use across my PC, phone, handheld, Switch, etc. I’ve been playing with the GameSir Cyclone 2 for a few weeks, and it feels really deluxe. The thumbsticks are impossibly smooth and accurate thanks to its TMR joysticks. The face buttons took a second for my brain to adjust to; the short travel distance initially registered as mushy, but once I stopped trying to pound the buttons like I was at the arcade, I found the subtle mechanical click super satisfying.” — Sam“The Apple TV Plus miniseries Long Way Home. It’s Ewan McGregor and Charley Boorman’s fourth Long Way series. This time they are touring some European countries on vintage bikes that they fixed, and it’s such a light-hearted show from two really down to earth humans. Connecting with other people in different cultures and seeing their journey is such a treat!” — Esmael“Podcast recommendation: Devil and the Deep Blue Sea by Christianity Today. A deep dive into the Satanic Panic of the 80’s and 90’s.” — Drew“Splatoon 3and the new How to Train Your Dragon.” — Aaron“I can’t put Mario Kart World down. When I get tired of the intense Knockout Tour mode I go to Free Roam and try to knock out P-Switch challenges, some of which are really tough! I’m obsessed.” — Dave“Fable, a cool app for finding books with virtual book clubs. It’s the closest to a more cozy online bookstore with more honest reviews. I just wish you could click on the author’s name to see their other books.” — Astrid“This is the Summer Games Fest weekand there are a TON of game demos to try out on Steam. One that has caught my attention / play time the most is Wildgate. It’s a team based spaceship shooter where ship crews battle and try to escape with a powerful artifact.” — Sean“Battlefront 2 is back for some reason. Still looks great.” — IanSigning offI have long been fascinated by weather forecasting. I recommend Andrew Blum’s book, The Weather Machine, to people all the time, as a way to understand both how we learned to predict the weather and why it’s a literally culture-changing thing to be able to do so. And if you want to make yourself so, so angry, there’s a whole chunk of Michael Lewis’s book, The Fifth Risk, about how a bunch of companies managed to basically privatize forecasts… based on government data. The weather is a huge business, an extremely powerful political force, and even more important to our way of life than we realize. And we’re really good at predicting the weather!I’ve also been hearing for years that weather forecasting is a perfect use for AI. It’s all about vast quantities of historical data, tiny fluctuations in readings, and finding patterns that often don’t want to be found. So, of course, as soon as I read my colleague Justine Calma’s story about a new Google project called Weather Lab, I spent the next hour poking through the data to see how well DeepMind managed to predict and track recent storms. It’s deeply wonky stuff, but it’s cool to see Big Tech trying to figure out Mother Nature — and almost getting it right. Almost.See you next week!See More:
    #would #you #switch #browsers #chatbot
    Would you switch browsers for a chatbot?
    Hi, friends! Welcome to Installer No. 87, your guide to the best and Verge-iest stuff in the world.This week, I’ve been reading about Sabrina Carpenter and Khaby Lame and intimacy coordinators, finally making a dent in Barbarians at the Gate, watching all the Ben Schwartz and Friends I can find on YouTube, planning my days with the new Finalist beta, recklessly installing all the Apple developer betas after WWDC, thoroughly enjoying Dakota Johnson’s current press tour, and trying to clear all my inboxes before I go on parental leave. It’s… going.I also have for you a much-awaited new browser, a surprise update to a great photo editor, a neat trailer for a meh-looking movie, a classic Steve Jobs speech, and much more. Slightly shorter issue this week, sorry; there’s just a lot going on, but I didn’t want to leave y’all hanging entirely. Oh, and: we’ll be off next week, for Juneteenth, vacation, and general summer chaos reasons. We’ll be back in full force after that, though! Let’s get into it.The DropDia. I know there are a lot of Arc fans here in the Installerverse, and I know you, like me, will have a lot of feelings about the company’s new and extremely AI-focused browser. Personally, I don’t see leaving Arc anytime soon, but there are some really fascinating ideasin Dia already. Snapseed 3.0. I completely forgot Snapseed even existed, and now here’s a really nice update with a bunch of new editing tools and a nice new redesign! As straightforward photo editors go, this is one of the better ones. The new version is only on iOS right now, but I assume it’s heading to Android shortly.“I Tried To Make Something In America.” I was first turned onto the story of the Smarter Scrubber by a great Search Engine episode, and this is a great companion to the story about what it really takes to bring manufacturing back to the US. And why it’s hard to justify.. That link, and the trailer, will only do anything for you if you have a newer iPhone. But even if you don’t care about the movie, the trailer — which actually buzzes in sync with the car’s rumbles and revs — is just really, really cool. Android 16. You can’t get the cool, colorful new look just yet or the desktop mode I am extremely excited about — there’s a lot of good stuff in Android 16 but most of it is coming later. Still, Live Updates look good, and there’s some helpful accessibility stuff, as well.The Infinite Machine Olto. I am such a sucker for any kind of futuristic-looking electric scooter, and this one really hits the sweet spot. Part moped, part e-bike, all Blade Runner vibes. If it wasn’t then I would’ve probably ordered one already.The Fujifilm X-E5. I kept wondering why Fujifilm didn’t just make, like, a hundred different great-looking cameras at every imaginable price because everyone wants a camera this cool. Well, here we are! It’s a spin on the X100VI but with interchangeable lenses and a few power-user features. All my photographer friends are going to want this.Call Her Alex. I confess I’m no Call Her Daddy diehard, but I found this two-part doc on Alex Cooper really interesting. Cooper’s story is all about understanding people, the internet, and what it means to feel connected now. It’s all very low-stakes and somehow also existential? It’s only two parts, you should watch it.“Steve Jobs - 2005 Stanford Commencement Address.” For the 20th anniversary of Jobs’ famousspeech, the Steve Jobs Archive put together a big package of stories, notes, and other materials around the speech. Plus, a newly high-def version of the video. This one’s always worth the 15 minutes.Dune: Awakening. Dune has ascended to the rare territory of “I will check out anything from this franchise, ever, no questions asked.” This game is big on open-world survival and ornithopters, too, so it’s even more my kind of thing. And it’s apparently punishingly difficult in spots.CrowdsourcedHere’s what the Installer community is into this week. I want to know what you’re into right now as well! Email installer@theverge.com or message me on Signal — @davidpierce.11 — with your recommendations for anything and everything, and we’ll feature some of our favorites here every week. For even more great recommendations, check out the replies to this post on Threads and this post on Bluesky.“I had tried the paper planner in the leather Paper Republic journal but since have moved onto the Remarkable Paper Pro color e-ink device which takes everything you like about paper but makes it editable and color coded. Combine this with a Remarkable planner in PDF format off of Etsy and you are golden.” — Jason“I started reading a manga series from content creator Cory Kenshin called Monsters We Make. So far, I love it. Already preordered Vol. 2.” — Rob“I recently went down the third party controller rabbit hole after my trusty adapted Xbox One controller finally kicked the bucket, and I wanted something I could use across my PC, phone, handheld, Switch, etc. I’ve been playing with the GameSir Cyclone 2 for a few weeks, and it feels really deluxe. The thumbsticks are impossibly smooth and accurate thanks to its TMR joysticks. The face buttons took a second for my brain to adjust to; the short travel distance initially registered as mushy, but once I stopped trying to pound the buttons like I was at the arcade, I found the subtle mechanical click super satisfying.” — Sam“The Apple TV Plus miniseries Long Way Home. It’s Ewan McGregor and Charley Boorman’s fourth Long Way series. This time they are touring some European countries on vintage bikes that they fixed, and it’s such a light-hearted show from two really down to earth humans. Connecting with other people in different cultures and seeing their journey is such a treat!” — Esmael“Podcast recommendation: Devil and the Deep Blue Sea by Christianity Today. A deep dive into the Satanic Panic of the 80’s and 90’s.” — Drew“Splatoon 3and the new How to Train Your Dragon.” — Aaron“I can’t put Mario Kart World down. When I get tired of the intense Knockout Tour mode I go to Free Roam and try to knock out P-Switch challenges, some of which are really tough! I’m obsessed.” — Dave“Fable, a cool app for finding books with virtual book clubs. It’s the closest to a more cozy online bookstore with more honest reviews. I just wish you could click on the author’s name to see their other books.” — Astrid“This is the Summer Games Fest weekand there are a TON of game demos to try out on Steam. One that has caught my attention / play time the most is Wildgate. It’s a team based spaceship shooter where ship crews battle and try to escape with a powerful artifact.” — Sean“Battlefront 2 is back for some reason. Still looks great.” — IanSigning offI have long been fascinated by weather forecasting. I recommend Andrew Blum’s book, The Weather Machine, to people all the time, as a way to understand both how we learned to predict the weather and why it’s a literally culture-changing thing to be able to do so. And if you want to make yourself so, so angry, there’s a whole chunk of Michael Lewis’s book, The Fifth Risk, about how a bunch of companies managed to basically privatize forecasts… based on government data. The weather is a huge business, an extremely powerful political force, and even more important to our way of life than we realize. And we’re really good at predicting the weather!I’ve also been hearing for years that weather forecasting is a perfect use for AI. It’s all about vast quantities of historical data, tiny fluctuations in readings, and finding patterns that often don’t want to be found. So, of course, as soon as I read my colleague Justine Calma’s story about a new Google project called Weather Lab, I spent the next hour poking through the data to see how well DeepMind managed to predict and track recent storms. It’s deeply wonky stuff, but it’s cool to see Big Tech trying to figure out Mother Nature — and almost getting it right. Almost.See you next week!See More: #would #you #switch #browsers #chatbot
    Would you switch browsers for a chatbot?
    www.theverge.com
    Hi, friends! Welcome to Installer No. 87, your guide to the best and Verge-iest stuff in the world. (If you’re new here, welcome, happy It’s Officially Too Hot Now Week, and also you can read all the old editions at the Installer homepage.) This week, I’ve been reading about Sabrina Carpenter and Khaby Lame and intimacy coordinators, finally making a dent in Barbarians at the Gate, watching all the Ben Schwartz and Friends I can find on YouTube, planning my days with the new Finalist beta, recklessly installing all the Apple developer betas after WWDC, thoroughly enjoying Dakota Johnson’s current press tour, and trying to clear all my inboxes before I go on parental leave. It’s… going.I also have for you a much-awaited new browser, a surprise update to a great photo editor, a neat trailer for a meh-looking movie, a classic Steve Jobs speech, and much more. Slightly shorter issue this week, sorry; there’s just a lot going on, but I didn’t want to leave y’all hanging entirely. Oh, and: we’ll be off next week, for Juneteenth, vacation, and general summer chaos reasons. We’ll be back in full force after that, though! Let’s get into it.(As always, the best part of Installer is your ideas and tips. What do you want to know more about? What awesome tricks do you know that everyone else should? What app should everyone be using? Tell me everything: installer@theverge.com. And if you know someone else who might enjoy Installer, forward it to them and tell them to subscribe here.)The DropDia. I know there are a lot of Arc fans here in the Installerverse, and I know you, like me, will have a lot of feelings about the company’s new and extremely AI-focused browser. Personally, I don’t see leaving Arc anytime soon, but there are some really fascinating ideas (and nice design touches) in Dia already. Snapseed 3.0. I completely forgot Snapseed even existed, and now here’s a really nice update with a bunch of new editing tools and a nice new redesign! As straightforward photo editors go, this is one of the better ones. The new version is only on iOS right now, but I assume it’s heading to Android shortly.“I Tried To Make Something In America.” I was first turned onto the story of the Smarter Scrubber by a great Search Engine episode, and this is a great companion to the story about what it really takes to bring manufacturing back to the US. And why it’s hard to justify.. That link, and the trailer, will only do anything for you if you have a newer iPhone. But even if you don’t care about the movie, the trailer — which actually buzzes in sync with the car’s rumbles and revs — is just really, really cool. Android 16. You can’t get the cool, colorful new look just yet or the desktop mode I am extremely excited about — there’s a lot of good stuff in Android 16 but most of it is coming later. Still, Live Updates look good, and there’s some helpful accessibility stuff, as well.The Infinite Machine Olto. I am such a sucker for any kind of futuristic-looking electric scooter, and this one really hits the sweet spot. Part moped, part e-bike, all Blade Runner vibes. If it wasn’t $3,500, then I would’ve probably ordered one already.The Fujifilm X-E5. I kept wondering why Fujifilm didn’t just make, like, a hundred different great-looking cameras at every imaginable price because everyone wants a camera this cool. Well, here we are! It’s a spin on the X100VI but with interchangeable lenses and a few power-user features. All my photographer friends are going to want this.Call Her Alex. I confess I’m no Call Her Daddy diehard, but I found this two-part doc on Alex Cooper really interesting. Cooper’s story is all about understanding people, the internet, and what it means to feel connected now. It’s all very low-stakes and somehow also existential? It’s only two parts, you should watch it.“Steve Jobs - 2005 Stanford Commencement Address.” For the 20th anniversary of Jobs’ famous (and genuinely fabulous) speech, the Steve Jobs Archive put together a big package of stories, notes, and other materials around the speech. Plus, a newly high-def version of the video. This one’s always worth the 15 minutes.Dune: Awakening. Dune has ascended to the rare territory of “I will check out anything from this franchise, ever, no questions asked.” This game is big on open-world survival and ornithopters, too, so it’s even more my kind of thing. And it’s apparently punishingly difficult in spots.CrowdsourcedHere’s what the Installer community is into this week. I want to know what you’re into right now as well! Email installer@theverge.com or message me on Signal — @davidpierce.11 — with your recommendations for anything and everything, and we’ll feature some of our favorites here every week. For even more great recommendations, check out the replies to this post on Threads and this post on Bluesky.“I had tried the paper planner in the leather Paper Republic journal but since have moved onto the Remarkable Paper Pro color e-ink device which takes everything you like about paper but makes it editable and color coded. Combine this with a Remarkable planner in PDF format off of Etsy and you are golden.” — Jason“I started reading a manga series from content creator Cory Kenshin called Monsters We Make. So far, I love it. Already preordered Vol. 2.” — Rob“I recently went down the third party controller rabbit hole after my trusty adapted Xbox One controller finally kicked the bucket, and I wanted something I could use across my PC, phone, handheld, Switch, etc. I’ve been playing with the GameSir Cyclone 2 for a few weeks, and it feels really deluxe. The thumbsticks are impossibly smooth and accurate thanks to its TMR joysticks. The face buttons took a second for my brain to adjust to; the short travel distance initially registered as mushy, but once I stopped trying to pound the buttons like I was at the arcade, I found the subtle mechanical click super satisfying.” — Sam“The Apple TV Plus miniseries Long Way Home. It’s Ewan McGregor and Charley Boorman’s fourth Long Way series. This time they are touring some European countries on vintage bikes that they fixed, and it’s such a light-hearted show from two really down to earth humans. Connecting with other people in different cultures and seeing their journey is such a treat!” — Esmael“Podcast recommendation: Devil and the Deep Blue Sea by Christianity Today. A deep dive into the Satanic Panic of the 80’s and 90’s.” — Drew“Splatoon 3 (the free Switch 2 update) and the new How to Train Your Dragon.” — Aaron“I can’t put Mario Kart World down. When I get tired of the intense Knockout Tour mode I go to Free Roam and try to knock out P-Switch challenges, some of which are really tough! I’m obsessed.” — Dave“Fable, a cool app for finding books with virtual book clubs. It’s the closest to a more cozy online bookstore with more honest reviews. I just wish you could click on the author’s name to see their other books.” — Astrid“This is the Summer Games Fest week (formerly E3, RIP) and there are a TON of game demos to try out on Steam. One that has caught my attention / play time the most is Wildgate. It’s a team based spaceship shooter where ship crews battle and try to escape with a powerful artifact.” — Sean“Battlefront 2 is back for some reason. Still looks great.” — IanSigning offI have long been fascinated by weather forecasting. I recommend Andrew Blum’s book, The Weather Machine, to people all the time, as a way to understand both how we learned to predict the weather and why it’s a literally culture-changing thing to be able to do so. And if you want to make yourself so, so angry, there’s a whole chunk of Michael Lewis’s book, The Fifth Risk, about how a bunch of companies managed to basically privatize forecasts… based on government data. The weather is a huge business, an extremely powerful political force, and even more important to our way of life than we realize. And we’re really good at predicting the weather!I’ve also been hearing for years that weather forecasting is a perfect use for AI. It’s all about vast quantities of historical data, tiny fluctuations in readings, and finding patterns that often don’t want to be found. So, of course, as soon as I read my colleague Justine Calma’s story about a new Google project called Weather Lab, I spent the next hour poking through the data to see how well DeepMind managed to predict and track recent storms. It’s deeply wonky stuff, but it’s cool to see Big Tech trying to figure out Mother Nature — and almost getting it right. Almost.See you next week!See More:
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  • The art of two Mickeys

    Classic splitscreens, traditional face replacements and new approaches to machine learning-assisted face swapping allowed for twinning shots in ‘Mickey 17’. An excerpt from issue #32 of befores & afters magazine.
    The art of representing two characters on screen at the same time has become known as ‘twinning’. For Mickey 17 visual effects supervisor Dan Glass, the effect of seeing both Mickey 17 and 18 together was one he looked to achieve with a variety of methodologies. “With a technique like that,” he says, “you always want to use a range of tricks, because you don’t want people to figure it out. You want to keep them like, ‘Oh, wait a minute. How did they…?”
    “Going back to the way that Director Bong is so prepared and organized,” adds Glass, “it again makes the world of difference with that kind of work, because he thumbnails every shot. Then, some of them are a bit more fleshed out in storyboards. You can look at it and go, ‘Okay, in this situation, this is what the camera’s doing, this is what the actor’s doing,’ which in itself is quite interesting, because he pre-thinks all of this. You’d think that the actors show up and basically just have to follow the steps like robots. It’s not like that. He gives them an environment to work in, but the shots do end up extraordinarily close to what he thumbnails, and it made it a lot simpler to go through.”

    Those different approaches to twinning ranged from simple splitscreens, to traditional face replacements, and then substantially with a machine learned AI approach, now usually termed ‘face swapping’. What made the twinning work a tougher task than usual, suggests Glass, was the fact that the two Pattinson characters are virtually identical.
    “Normally, when you’re doing some kind of face replacement, you’re comparing it to a memory of the face. But this was right in front of you as two Mickeys looking strikingly similar.”
    Here’s how a typical twinning shot was achieved, as described by Glass. “Because Mickey was mostly dressed the same, with only a slight hair change, we were able to have Robert play both roles and to do them one after another. Sometimes, you have to do these things where hair and makeup or costume has a significant variation, so you’re either waiting a long time, which slows production, or you’re coming back at another time to do the different roles, which always makes the process a lot more complicated to match, but we were able to do that immediately.”

    “Based on the design of the shot,” continues Glass, “I would recommend which of Robert’s parts should be shot first. This was most often determined by which role had more impact on the camera movement. A huge credit goes to Robert for his ability to flip between the roles so effortlessly.”
    In the film, Mickey 17 is more passive and Mickey 18 is more aggressive. Pattinson reflected the distinct characters in his actions, including for a moment in which they fight. This fight, overseen by stunt coordinator Paul Lowe, represented moments of close interaction between the two Mickeys. It was here that a body double was crucial in shooting. The body double was also relied upon for the classic twinning technique of shooting ‘dirty’ over-the- shoulder out of focus shots of the double—ie. 17 looking at 18. However, it was quickly determined that even these would need face replacement work. “Robert’s jawline is so distinct that even those had to be replaced or shot as split screens,” observes Glass.

    When the shot was a moving one, no motion control was employed. “I’ve never been a big advocate for motion control,” states Glass. “To me it’s applicable when you’re doing things like miniatures where you need many matching passes, but I think when performances are involved, it interferes too much. It slows down a production’s speed of movement, but it’s also restrictive. Performance and camera always benefit from more flexibility.”
    “It helped tremendously that Director Bong and DOP Darius Khondji shot quite classically with minimal crane and Steadicam moves,” says Glass. “So, a lot of the moves are pan and dolly. There are some Steadicams in there that we were sometimes able to do splitscreens on. I wasn’t always sure that we could get away with the splitscreen as we shot it, but since we were always shooting the two roles, we had the footage to assess the practicality later. We were always prepared to go down a CG or machine learning route, but where we could use the splitscreen, that was the preference.”
    The Hydralite rig, developed by Volucap. Source:
    Rising Sun Pictureshandled the majority of twinning visual effects, completing them as splitscreen composites, 2D face replacements, and most notably via their machine learning toolset REVIZE, which utilized facial and body capture of Pattinson to train a model of his face and torso to swap for the double’s. A custom capture rig, dubbed the ‘Crazy Rig’ and now officially, The Hydralite, was devised and configured by Volucap to capture multiple angles of Robert on set in each lighting environment in order to produce the best possible reference for the machine learning algorithm. “For me, it was a completely legitimate use of the technique,” attests Glass, in terms of the machine learning approach. “All of the footage that we used to go into that process was captured on our movie for our movie. There’s nothing historic, or going through past libraries of footage, and it was all with Robert’s approval. I think the results were tremendous.”
    “It’s staggering to me as I watch the movie that the performances of each character are so flawlessly consistent throughout the film, because I know how much we were jumping around,” notes Glass. “I did encourage that we rehearse scenes ahead. Let’s say 17 was going to be the first role we captured, I’d have them rehearse it the other way around so that the double knew what he was going to do. Therefore, eyelines, movement, pacing and in instances where we were basically replacing the likeness of his head or even torso, we were still able to use the double’s performance and then map to that.”

    Read the full Mickey 17 issue of befores & afters magazine in PRINT from Amazon or as a DIGITAL EDITION on Patreon. Remember, you can also subscribe to the DIGITAL EDITION as a tier on the Patreon and get a new issue every time one is released.
    The post The art of two Mickeys appeared first on befores & afters.
    #art #two #mickeys
    The art of two Mickeys
    Classic splitscreens, traditional face replacements and new approaches to machine learning-assisted face swapping allowed for twinning shots in ‘Mickey 17’. An excerpt from issue #32 of befores & afters magazine. The art of representing two characters on screen at the same time has become known as ‘twinning’. For Mickey 17 visual effects supervisor Dan Glass, the effect of seeing both Mickey 17 and 18 together was one he looked to achieve with a variety of methodologies. “With a technique like that,” he says, “you always want to use a range of tricks, because you don’t want people to figure it out. You want to keep them like, ‘Oh, wait a minute. How did they…?” “Going back to the way that Director Bong is so prepared and organized,” adds Glass, “it again makes the world of difference with that kind of work, because he thumbnails every shot. Then, some of them are a bit more fleshed out in storyboards. You can look at it and go, ‘Okay, in this situation, this is what the camera’s doing, this is what the actor’s doing,’ which in itself is quite interesting, because he pre-thinks all of this. You’d think that the actors show up and basically just have to follow the steps like robots. It’s not like that. He gives them an environment to work in, but the shots do end up extraordinarily close to what he thumbnails, and it made it a lot simpler to go through.” Those different approaches to twinning ranged from simple splitscreens, to traditional face replacements, and then substantially with a machine learned AI approach, now usually termed ‘face swapping’. What made the twinning work a tougher task than usual, suggests Glass, was the fact that the two Pattinson characters are virtually identical. “Normally, when you’re doing some kind of face replacement, you’re comparing it to a memory of the face. But this was right in front of you as two Mickeys looking strikingly similar.” Here’s how a typical twinning shot was achieved, as described by Glass. “Because Mickey was mostly dressed the same, with only a slight hair change, we were able to have Robert play both roles and to do them one after another. Sometimes, you have to do these things where hair and makeup or costume has a significant variation, so you’re either waiting a long time, which slows production, or you’re coming back at another time to do the different roles, which always makes the process a lot more complicated to match, but we were able to do that immediately.” “Based on the design of the shot,” continues Glass, “I would recommend which of Robert’s parts should be shot first. This was most often determined by which role had more impact on the camera movement. A huge credit goes to Robert for his ability to flip between the roles so effortlessly.” In the film, Mickey 17 is more passive and Mickey 18 is more aggressive. Pattinson reflected the distinct characters in his actions, including for a moment in which they fight. This fight, overseen by stunt coordinator Paul Lowe, represented moments of close interaction between the two Mickeys. It was here that a body double was crucial in shooting. The body double was also relied upon for the classic twinning technique of shooting ‘dirty’ over-the- shoulder out of focus shots of the double—ie. 17 looking at 18. However, it was quickly determined that even these would need face replacement work. “Robert’s jawline is so distinct that even those had to be replaced or shot as split screens,” observes Glass. When the shot was a moving one, no motion control was employed. “I’ve never been a big advocate for motion control,” states Glass. “To me it’s applicable when you’re doing things like miniatures where you need many matching passes, but I think when performances are involved, it interferes too much. It slows down a production’s speed of movement, but it’s also restrictive. Performance and camera always benefit from more flexibility.” “It helped tremendously that Director Bong and DOP Darius Khondji shot quite classically with minimal crane and Steadicam moves,” says Glass. “So, a lot of the moves are pan and dolly. There are some Steadicams in there that we were sometimes able to do splitscreens on. I wasn’t always sure that we could get away with the splitscreen as we shot it, but since we were always shooting the two roles, we had the footage to assess the practicality later. We were always prepared to go down a CG or machine learning route, but where we could use the splitscreen, that was the preference.” The Hydralite rig, developed by Volucap. Source: Rising Sun Pictureshandled the majority of twinning visual effects, completing them as splitscreen composites, 2D face replacements, and most notably via their machine learning toolset REVIZE, which utilized facial and body capture of Pattinson to train a model of his face and torso to swap for the double’s. A custom capture rig, dubbed the ‘Crazy Rig’ and now officially, The Hydralite, was devised and configured by Volucap to capture multiple angles of Robert on set in each lighting environment in order to produce the best possible reference for the machine learning algorithm. “For me, it was a completely legitimate use of the technique,” attests Glass, in terms of the machine learning approach. “All of the footage that we used to go into that process was captured on our movie for our movie. There’s nothing historic, or going through past libraries of footage, and it was all with Robert’s approval. I think the results were tremendous.” “It’s staggering to me as I watch the movie that the performances of each character are so flawlessly consistent throughout the film, because I know how much we were jumping around,” notes Glass. “I did encourage that we rehearse scenes ahead. Let’s say 17 was going to be the first role we captured, I’d have them rehearse it the other way around so that the double knew what he was going to do. Therefore, eyelines, movement, pacing and in instances where we were basically replacing the likeness of his head or even torso, we were still able to use the double’s performance and then map to that.” Read the full Mickey 17 issue of befores & afters magazine in PRINT from Amazon or as a DIGITAL EDITION on Patreon. Remember, you can also subscribe to the DIGITAL EDITION as a tier on the Patreon and get a new issue every time one is released. The post The art of two Mickeys appeared first on befores & afters. #art #two #mickeys
    The art of two Mickeys
    beforesandafters.com
    Classic splitscreens, traditional face replacements and new approaches to machine learning-assisted face swapping allowed for twinning shots in ‘Mickey 17’. An excerpt from issue #32 of befores & afters magazine. The art of representing two characters on screen at the same time has become known as ‘twinning’. For Mickey 17 visual effects supervisor Dan Glass, the effect of seeing both Mickey 17 and 18 together was one he looked to achieve with a variety of methodologies. “With a technique like that,” he says, “you always want to use a range of tricks, because you don’t want people to figure it out. You want to keep them like, ‘Oh, wait a minute. How did they…?” “Going back to the way that Director Bong is so prepared and organized,” adds Glass, “it again makes the world of difference with that kind of work, because he thumbnails every shot. Then, some of them are a bit more fleshed out in storyboards. You can look at it and go, ‘Okay, in this situation, this is what the camera’s doing, this is what the actor’s doing,’ which in itself is quite interesting, because he pre-thinks all of this. You’d think that the actors show up and basically just have to follow the steps like robots. It’s not like that. He gives them an environment to work in, but the shots do end up extraordinarily close to what he thumbnails, and it made it a lot simpler to go through.” Those different approaches to twinning ranged from simple splitscreens, to traditional face replacements, and then substantially with a machine learned AI approach, now usually termed ‘face swapping’. What made the twinning work a tougher task than usual, suggests Glass, was the fact that the two Pattinson characters are virtually identical. “Normally, when you’re doing some kind of face replacement, you’re comparing it to a memory of the face. But this was right in front of you as two Mickeys looking strikingly similar.” Here’s how a typical twinning shot was achieved, as described by Glass. “Because Mickey was mostly dressed the same, with only a slight hair change, we were able to have Robert play both roles and to do them one after another. Sometimes, you have to do these things where hair and makeup or costume has a significant variation, so you’re either waiting a long time, which slows production, or you’re coming back at another time to do the different roles, which always makes the process a lot more complicated to match, but we were able to do that immediately.” “Based on the design of the shot,” continues Glass, “I would recommend which of Robert’s parts should be shot first. This was most often determined by which role had more impact on the camera movement. A huge credit goes to Robert for his ability to flip between the roles so effortlessly.” In the film, Mickey 17 is more passive and Mickey 18 is more aggressive. Pattinson reflected the distinct characters in his actions, including for a moment in which they fight. This fight, overseen by stunt coordinator Paul Lowe, represented moments of close interaction between the two Mickeys. It was here that a body double was crucial in shooting. The body double was also relied upon for the classic twinning technique of shooting ‘dirty’ over-the- shoulder out of focus shots of the double—ie. 17 looking at 18. However, it was quickly determined that even these would need face replacement work. “Robert’s jawline is so distinct that even those had to be replaced or shot as split screens,” observes Glass. When the shot was a moving one, no motion control was employed. “I’ve never been a big advocate for motion control,” states Glass. “To me it’s applicable when you’re doing things like miniatures where you need many matching passes, but I think when performances are involved, it interferes too much. It slows down a production’s speed of movement, but it’s also restrictive. Performance and camera always benefit from more flexibility.” “It helped tremendously that Director Bong and DOP Darius Khondji shot quite classically with minimal crane and Steadicam moves,” says Glass. “So, a lot of the moves are pan and dolly. There are some Steadicams in there that we were sometimes able to do splitscreens on. I wasn’t always sure that we could get away with the splitscreen as we shot it, but since we were always shooting the two roles, we had the footage to assess the practicality later. We were always prepared to go down a CG or machine learning route, but where we could use the splitscreen, that was the preference.” The Hydralite rig, developed by Volucap. Source: https://volucap.com Rising Sun Pictures (visual effects supervisor Guido Wolter) handled the majority of twinning visual effects, completing them as splitscreen composites, 2D face replacements, and most notably via their machine learning toolset REVIZE, which utilized facial and body capture of Pattinson to train a model of his face and torso to swap for the double’s. A custom capture rig, dubbed the ‘Crazy Rig’ and now officially, The Hydralite, was devised and configured by Volucap to capture multiple angles of Robert on set in each lighting environment in order to produce the best possible reference for the machine learning algorithm. “For me, it was a completely legitimate use of the technique,” attests Glass, in terms of the machine learning approach. “All of the footage that we used to go into that process was captured on our movie for our movie. There’s nothing historic, or going through past libraries of footage, and it was all with Robert’s approval. I think the results were tremendous.” “It’s staggering to me as I watch the movie that the performances of each character are so flawlessly consistent throughout the film, because I know how much we were jumping around,” notes Glass. “I did encourage that we rehearse scenes ahead. Let’s say 17 was going to be the first role we captured, I’d have them rehearse it the other way around so that the double knew what he was going to do. Therefore, eyelines, movement, pacing and in instances where we were basically replacing the likeness of his head or even torso, we were still able to use the double’s performance and then map to that.” Read the full Mickey 17 issue of befores & afters magazine in PRINT from Amazon or as a DIGITAL EDITION on Patreon. Remember, you can also subscribe to the DIGITAL EDITION as a tier on the Patreon and get a new issue every time one is released. The post The art of two Mickeys appeared first on befores & afters.
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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
    AN EXPLOSIVE MIX OF SFX AND VFX IGNITES FINAL DESTINATION BLOODLINES
    www.vfxvoice.com
    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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  • The Last of Us – Season 2: Alex Wang (Production VFX Supervisor) & Fiona Campbell Westgate (Production VFX Producer)

    After detailing the VFX work on The Last of Us Season 1 in 2023, Alex Wang returns to reflect on how the scope and complexity have evolved in Season 2.
    With close to 30 years of experience in the visual effects industry, Fiona Campbell Westgate has contributed to major productions such as Ghost in the Shell, Avatar: The Way of Water, Ant-Man and the Wasp: Quantumania, and Nyad. Her work on Nyad earned her a VES Award for Outstanding Supporting Visual Effects in a Photoreal Feature.
    Collaboration with Craig Mazin and Neil Druckmann is key to shaping the visual universe of The Last of Us. Can you share with us how you work with them and how they influence the visual direction of the series?
    Alex Wang // Craig visualizes the shot or scene before putting words on the page. His writing is always exceptionally detailed and descriptive, ultimately helping us to imagine the shot. Of course, no one understands The Last of Us better than Neil, who knows all aspects of the lore very well. He’s done much research and design work with the Naughty Dog team, so he gives us good guidance regarding creature and environment designs. I always try to begin with concept art to get the ball rolling with Craig and Neil’s ideas. This season, we collaborated with Chromatic Studios for concept art. They also contributed to the games, so I felt that continuity was beneficial for our show.
    Fiona Campbell Westgate // From the outset, it was clear that collaborating with Craig would be an exceptional experience. Early meetings revealed just how personable and invested Craig is. He works closely with every department to ensure that each episode is done to the highest level. Craig places unwavering trust in our VFX Supervisor, Alex Wang. They have an understanding between them that lends to an exceptional partnership. As the VFX Producer, I know how vital the dynamic between the Showrunner and VFX Supervisor is; working with these two has made for one of the best professional experiences of my career. 
    Photograph by Liane Hentscher/HBO
    How has your collaboration with Craig evolved between the first and second seasons? Were there any adjustments in the visual approach or narrative techniques you made this season?
    Alex Wang // Since everything was new in Season 1, we dedicated a lot of time and effort to exploring the show’s visual language, and we all learned a great deal about what worked and what didn’t for the show. In my initial conversations with Craig about Season 2, it was clear that he wanted to expand the show’s scope by utilizing what we established and learned in Season 1. He felt significantly more at ease fully committing to using VFX to help tell the story this season.
    The first season involved multiple VFX studios to handle the complexity of the effects. How did you divide the work among different studios for the second season?
    Alex Wang // Most of the vendors this season were also in Season 1, so we already had a shorthand. The VFX Producer, Fiona Campbell Westgate, and I work closely together to decide how to divide the work among our vendors. The type of work needs to be well-suited for the vendor and fit into our budget and schedule. We were extremely fortunate to have the vendors we did this season. I want to take this opportunity to thank Weta FX, DNEG, RISE, Distillery VFX, Storm Studios, Important Looking Pirates, Blackbird, Wylie Co., RVX, and VDK. We also had ILM for concept art and Digital Domain for previs.
    Fiona Campbell Westgate // Alex Wang and I were very aware of the tight delivery schedule, which added to the challenge of distributing the workload. We planned the work based on the individual studio’s capabilities, and tried not to burden them with back to back episodes wherever possible. Fortunately, there was shorthand with vendors from Season One, who were well-acquainted with the process and the quality of work the show required.

    The town of Jackson is a key location in The Last of Us. Could you explain how you approached creating and expanding this environment for the second season?
    Alex Wang // Since Season 1, this show has created incredible sets. However, the Jackson town set build is by far the most impressive in terms of scope. They constructed an 822 ft x 400 ft set in Minaty Bay that resembled a real town! I had early discussions with Production Designer Don MacAulay and his team about where they should concentrate their efforts and where VFX would make the most sense to take over. They focused on developing the town’s main street, where we believed most scenes would occur. There is a big reveal of Jackson in the first episode after Ellie comes out of the barn. Distillery VFX was responsible for the town’s extension, which appears seamless because the team took great pride in researching and ensuring the architecture aligned with the set while staying true to the tone of Jackson, Wyoming.
    Fiona Campbell Westgate // An impressive set was constructed in Minaty Bay, which served as the foundation for VFX to build upon. There is a beautiful establishing shot of Jackson in Episode 1 that was completed by Distillery, showing a safe and almost normal setting as Season Two starts. Across the episodes, Jackson set extensions were completed by our partners at RISE and Weta. Each had a different phase of Jackson to create, from almost idyllic to a town immersed in Battle. 
    What challenges did you face filming Jackson on both real and virtual sets? Was there a particular fusion between visual effects and live-action shots to make it feel realistic?
    Alex Wang // I always advocate for building exterior sets outdoors to take advantage of natural light. However, the drawback is that we cannot control the weather and lighting when filming over several days across two units. In Episode 2, there’s supposed to be a winter storm in Jackson, so maintaining consistency within the episode was essential. On sunny and rainy days, we used cranes to lift large 30x60ft screens to block the sun or rain. It was impossible to shield the entire set from the rain or sun, so we prioritized protecting the actors from sunlight or rain. Thus, you can imagine there was extensive weather cleanup for the episode to ensure consistency within the sequences.
    Fiona Campbell Westgate // We were fortunate that production built a large scale Jackson set. It provided a base for the full CG Jackson aerial shots and CG Set Extensions. The weather conditions at Minaty Bay presented a challenge during the filming of the end of the Battle sequence in Episode 2. While there were periods of bright sunshine, rainfall occurred during the filming of the end of the Battle sequence in Episode 2. In addition to the obvious visual effects work, it became necessary to replace the ground cover.
    Photograph by Liane Hentscher/HBO
    The attack on Jackson by the horde of infected in season 2 is a very intense moment. How did you approach the visual effects for this sequence? What techniques did you use to make the scale of the attack feel as impressive as it did?
    Alex Wang // We knew this would be a very complex sequence to shoot, and for it to be successful, we needed to start planning with the HODs from the very beginning. We began previs during prep with Weta FX and the episode’s director, Mark Mylod. The previs helped us understand Mark and the showrunner’s vision. This then served as a blueprint for all departments to follow, and in many instances, we filmed the previs.
    Fiona Campbell Westgate // The sheer size of the CG Infected Horde sets the tone for the scale of the Battle. It’s an intimidating moment when they are revealed through the blowing snow. The addition of CG explosions and atmospheric effects contributed in adding scale to the sequence. 

    Can you give us an insight into the technical challenges of capturing the infected horde? How much of the effect was done using CGI, and how much was achieved with practical effects?
    Alex Wang // Starting with a detailed previs that Mark and Craig approved was essential for planning the horde. We understood that we would never have enough stunt performers to fill a horde, nor could they carry out some stunts that would be too dangerous. I reviewed the previs with Stunt Coordinator Marny Eng numerous times to decide the best placements for her team’s stunt performers. We also collaborated with Barrie Gower from the Prosthetics team to determine the most effective allocation of his team’s efforts. Stunt performers positioned closest to the camera would receive the full prosthetic treatment, which can take hours.
    Weta FX was responsible for the incredible CG Infected horde work in the Jackson Battle. They have been a creative partner with HBO’s The Last of Us since Season 1, so they were brought on early for Season 2. I began discussions with Weta’s VFX supervisor, Nick Epstein, about how we could tackle these complex horde shots very early during the shoot.
    Typically, repetition in CG crowd scenes can be acceptable, such as armies with soldiers dressed in the same uniform or armour. However, for our Infected horde, Craig wanted to convey that the Infected didn’t come off an assembly line or all shop at the same clothing department store. Any repetition would feel artificial. These Infected were once civilians with families, or they were groups of raiders. We needed complex variations in height, body size, age, clothing, and hair. We built our base library of Infected, and then Nick and the Weta FX team developed a “mix and match” system, allowing the Infected to wear any costume and hair groom. A procedural texturing system was also developed for costumes, providing even greater variation.
    The most crucial aspect of the Infected horde was their motion. We had numerous shots cutting back-to-back with practical Infected, as well as shots where our CG Infected ran right alongside a stunt horde. It was incredibly unforgiving! Weta FX’s animation supervisor from Season 1, Dennis Yoo, returned for Season 2 to meet the challenge. Having been part of the first season, Dennis understood the expectations of Craig and Neil. Similar to issues of model repetition within a horde, it was relatively easy to perceive repetition, especially if they were running toward the same target. It was essential to enhance the details of their performances with nuances such as tripping and falling, getting back up, and trampling over each other. There also needed to be a difference in the Infected’s running speed. To ensure we had enough complexity within the horde, Dennis motion-captured almost 600 unique motion cycles.
    We had over a hundred shots in episode 2 that required CG Infected horde.
    Fiona Campbell Westgate // Nick Epstein, Weta VFX Supervisor, and Dennis Yoo, Weta Animation Supervisor, were faced with having to add hero, close-up Horde that had to integrate with practical Stunt performers. They achieved this through over 60 motion capture sessions and running it through a deformation system they developed. Every detail was applied to allow for a seamless blend with our practical Stunt performances. The Weta team created a custom costume and hair system that provided individual looks to the CG Infected Horde. We were able to avoid the repetitive look of a CG crowd due to these efforts.

    The movement of the infected horde is crucial for the intensity of the scene. How did you manage the animation and simulation of the infected to ensure smooth and realistic interaction with the environment?
    Fiona Campbell Westgate // We worked closely with the Stunt department to plan out positioning and where VFX would be adding the CG Horde. Craig Mazin wanted the Infected Horde to move in a way that humans cannot. The deformation system kept the body shape anatomically correct and allowed us to push the limits from how a human physically moves. 
    The Bloater makes a terrifying return this season. What were the key challenges in designing and animating this creature? How did you work on the Bloater’s interaction with the environment and other characters?
    Alex Wang // In Season 1, the Kansas City cul-de-sac sequence featured only a handful of Bloater shots. This season, however, nearly forty shots showcase the Bloater in broad daylight during the Battle of Jackson. We needed to redesign the Bloater asset to ensure it looked good in close-up shots from head to toe. Weta FX designed the Bloater for Season 1 and revamped the design for this season. Starting with the Bloater’s silhouette, it had to appear large, intimidating, and menacing. We explored enlarging the cordyceps head shape to make it feel almost like a crown, enhancing the Bloater’s impressive and strong presence.
    During filming, a stunt double stood in for the Bloater. This was mainly for scale reference and composition. It also helped the Infected stunt performers understand the Bloater’s spatial position, allowing them to avoid running through his space. Once we had an edit, Dennis mocapped the Bloater’s performances with his team. It is always challenging to get the motion right for a creature that weighs 600 pounds. We don’t want the mocap to be overly exaggerated, but it does break the character if the Bloater feels too “light.” The brilliant animation team at Weta FX brought the Bloater character to life and nailed it!
    When Tommy goes head-to-head with the Bloater, Craig was quite specific during the prep days about how the Bloater would bubble, melt, and burn as Tommy torches him with the flamethrower. Important Looking Pirates took on the “Burning Bloater” sequence, led by VFX Supervisor Philip Engstrom. They began with extensive R&D to ensure the Bloater’s skin would start to bubble and burn. ILP took the final Bloater asset from Weta FX and had to resculpt and texture the asset for the Bloater’s final burn state. Craig felt it was important for the Bloater to appear maimed at the end. The layers of FX were so complex that the R&D continued almost to the end of the delivery schedule.

    Fiona Campbell Westgate // This season the Bloater had to be bigger, more intimidating. The CG Asset was recreated to withstand the scrutiny of close ups and in daylight. Both Craig Mazin and Neil Druckmann worked closely with us during the process of the build. We referenced the game and applied elements of that version with ours. You’ll notice that his head is in the shape of crown, this is to convey he’s a powerful force. 
    During the Burning Bloater sequence in Episode 2, we brainstormed with Philip Engström, ILP VFX Supervisor, on how this creature would react to the flamethrower and how it would affect the ground as it burns. When the Bloater finally falls to the ground and dies, the extraordinary detail of the embers burning, fluid draining and melting the surrounding snow really sells that the CG creature was in the terrain. 

    Given the Bloater’s imposing size, how did you approach its integration into scenes with the actors? What techniques did you use to create such a realistic and menacing appearance?
    Fiona Campbell Westgate // For the Bloater, a stunt performer wearing a motion capture suit was filmed on set. This provided interaction with the actors and the environment. VFX enhanced the intensity of his movements, incorporating simulations to the CG Bloater’s skin and muscles that would reflect the weight and force as this terrifying creature moves. 

    Seattle in The Last of Us is a completely devastated city. Can you talk about how you recreated this destruction? What were the most difficult visual aspects to realize for this post-apocalyptic city?
    Fiona Campbell Westgate // We were meticulous in blending the CG destruction with the practical environment. The flora’s ability to overtake the environment had to be believable, and we adhered to the principle of form follows function. Due to the vastness of the CG devastation it was crucial to avoid repetitive effects. Consequently, our vendors were tasked with creating bespoke designs that evoked a sense of awe and beauty.
    Was Seattle’s architecture a key element in how you designed the visual effects? How did you adapt the city’s real-life urban landscape to meet the needs of the story while maintaining a coherent aesthetic?
    Alex Wang // It’s always important to Craig and Neil that we remain true to the cities our characters are in. DNEG was one of our primary vendors for Boston in Season 1, so it was natural for them to return for Season 2, this time focusing on Seattle. DNEG’s VFX Supervisor, Stephen James, who played a crucial role in developing the visual language of Boston for Season 1, also returns for this season. Stephen and Melaina Maceled a team to Seattle to shoot plates and perform lidar scans of parts of the city. We identified the buildings unique to Seattle that would have existed in 2003, so we ensured these buildings were always included in our establishing shots.
    Overgrowth and destruction have significantly influenced the environments in The Last of Us. The environment functions almost as a character in both Season 1 and Season 2. In the last season, the building destruction in Boston was primarily caused by military bombings. During this season, destruction mainly arises from dilapidation. Living in the Pacific Northwest, I understand how damp
    it can get for most of the year. I imagined that, over 20 years, the integrity of the buildings would be compromised by natural forces. This abundant moisture creates an exceptionally lush and vibrant landscape for much of the year. Therefore, when designing Seattle, we ensured that the destruction and overgrowth appeared intentional and aesthetically distinct from those of Boston.
    Fiona Campbell Westgate // Led by Stephen James, DNEG VFX Supervisor, and Melaina Mace, DNEG DFX Supervisor, the team captured photography, drone footage and the Clear Angle team captured LiDAR data over a three-day period in Seattle. It was crucial to include recognizable Seattle landmarks that would resonate with people familiar with the game. 

    The devastated city almost becomes a character in itself this season. What aspects of the visual effects did you have to enhance to increase the immersion of the viewer into this hostile and deteriorated environment?
    Fiona Campbell Westgate // It is indeed a character. Craig wanted it to be deteriorated but to have moments where it’s also beautiful in its devastation. For instance, in the Music Store in Episode 4 where Ellie is playing guitar for Dina, the deteriorated interior provides a beautiful backdrop to this intimate moment. The Set Decorating team dressed a specific section of the set, while VFX extended the destruction and overgrowth to encompass the entire environment, immersing the viewer in strange yet familiar surroundings.
    Photograph by Liane Hentscher/HBO
    The sequence where Ellie navigates a boat through a violent storm is stunning. What were the key challenges in creating this scene, especially with water simulation and the storm’s effects?
    Alex Wang // In the concluding episode of Season 2, Ellie is deep in Seattle, searching for Abby. The episode draws us closer to the Aquarium, where this area of Seattle is heavily flooded. Naturally, this brings challenges with CG water. In the scene where Ellie encounters Isaac and the W.L.F soldiers by the dock, we had a complex shoot involving multiple locations, including a water tank and a boat gimbal. There were also several full CG shots. For Isaac’s riverine boat, which was in a stormy ocean, I felt it was essential that the boat and the actors were given the appropriate motion. Weta FX assisted with tech-vis for all the boat gimbal work. We began with different ocean wave sizes caused by the storm, and once the filmmakers selected one, the boat’s motion in the tech-vis fed the special FX gimbal.
    When Ellie gets into the Jon boat, I didn’t want it on the same gimbal because I felt it would be too mechanical. Ellie’s weight needed to affect the boat as she got in, and that wouldn’t have happened with a mechanical gimbal. So, we opted to have her boat in a water tank for this scene. Special FX had wave makers that provided the boat with the appropriate movement.
    Instead of guessing what the ocean sim for the riverine boat should be, the tech- vis data enabled DNEG to get a head start on the water simulations in post-production. Craig wanted this sequence to appear convincingly dark, much like it looks out on the ocean at night. This allowed us to create dramatic visuals, using lightning strikes at moments to reveal depth.
    Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint?
    Alex Wang // The Last of Us tells the story of our characters’ journey. If you look at how season 2 begins in Jackson, it differs significantly from how we conclude the season in Seattle. We seldom return to the exact location in each episode, meaning every episode presents a unique challenge. The scope of work this season has been incredibly rewarding. We burned a Bloater, and we also introduced spores this season!
    Photograph by Liane Hentscher/HBO
    Looking back on the project, what aspects of the visual effects are you most proud of?
    Alex Wang // The Jackson Battle was incredibly complex, involving a grueling and lengthy shoot in quite challenging conditions, along with over 600 VFX shots in episode 2. It was truly inspiring to witness the determination of every department and vendor to give their all and create something remarkable.
    Fiona Campbell Westgate // I am immensely proud of the exceptional work accomplished by all of our vendors. During the VFX reviews, I found myself clapping with delight when the final shots were displayed; it was exciting to see remarkable results of the artists’ efforts come to light. 
    How long have you worked on this show?
    Alex Wang // I’ve been on this season for nearly two years.
    Fiona Campbell Westgate // A little over one year; I joined the show in April 2024.
    What’s the VFX shots count?
    Alex Wang // We had just over 2,500 shots this Season.
    Fiona Campbell Westgate // In Season 2, there were a total of 2656 visual effects shots.
    What is your next project?
    Fiona Campbell Westgate // Stay tuned…
    A big thanks for your time.
    WANT TO KNOW MORE?Blackbird: Dedicated page about The Last of Us – Season 2 website.DNEG: Dedicated page about The Last of Us – Season 2 on DNEG website.Important Looking Pirates: Dedicated page about The Last of Us – Season 2 website.RISE: Dedicated page about The Last of Us – Season 2 website.Weta FX: Dedicated page about The Last of Us – Season 2 website.
    © Vincent Frei – The Art of VFX – 2025
    #last #season #alex #wang #production
    The Last of Us – Season 2: Alex Wang (Production VFX Supervisor) & Fiona Campbell Westgate (Production VFX Producer)
    After detailing the VFX work on The Last of Us Season 1 in 2023, Alex Wang returns to reflect on how the scope and complexity have evolved in Season 2. With close to 30 years of experience in the visual effects industry, Fiona Campbell Westgate has contributed to major productions such as Ghost in the Shell, Avatar: The Way of Water, Ant-Man and the Wasp: Quantumania, and Nyad. Her work on Nyad earned her a VES Award for Outstanding Supporting Visual Effects in a Photoreal Feature. Collaboration with Craig Mazin and Neil Druckmann is key to shaping the visual universe of The Last of Us. Can you share with us how you work with them and how they influence the visual direction of the series? Alex Wang // Craig visualizes the shot or scene before putting words on the page. His writing is always exceptionally detailed and descriptive, ultimately helping us to imagine the shot. Of course, no one understands The Last of Us better than Neil, who knows all aspects of the lore very well. He’s done much research and design work with the Naughty Dog team, so he gives us good guidance regarding creature and environment designs. I always try to begin with concept art to get the ball rolling with Craig and Neil’s ideas. This season, we collaborated with Chromatic Studios for concept art. They also contributed to the games, so I felt that continuity was beneficial for our show. Fiona Campbell Westgate // From the outset, it was clear that collaborating with Craig would be an exceptional experience. Early meetings revealed just how personable and invested Craig is. He works closely with every department to ensure that each episode is done to the highest level. Craig places unwavering trust in our VFX Supervisor, Alex Wang. They have an understanding between them that lends to an exceptional partnership. As the VFX Producer, I know how vital the dynamic between the Showrunner and VFX Supervisor is; working with these two has made for one of the best professional experiences of my career.  Photograph by Liane Hentscher/HBO How has your collaboration with Craig evolved between the first and second seasons? Were there any adjustments in the visual approach or narrative techniques you made this season? Alex Wang // Since everything was new in Season 1, we dedicated a lot of time and effort to exploring the show’s visual language, and we all learned a great deal about what worked and what didn’t for the show. In my initial conversations with Craig about Season 2, it was clear that he wanted to expand the show’s scope by utilizing what we established and learned in Season 1. He felt significantly more at ease fully committing to using VFX to help tell the story this season. The first season involved multiple VFX studios to handle the complexity of the effects. How did you divide the work among different studios for the second season? Alex Wang // Most of the vendors this season were also in Season 1, so we already had a shorthand. The VFX Producer, Fiona Campbell Westgate, and I work closely together to decide how to divide the work among our vendors. The type of work needs to be well-suited for the vendor and fit into our budget and schedule. We were extremely fortunate to have the vendors we did this season. I want to take this opportunity to thank Weta FX, DNEG, RISE, Distillery VFX, Storm Studios, Important Looking Pirates, Blackbird, Wylie Co., RVX, and VDK. We also had ILM for concept art and Digital Domain for previs. Fiona Campbell Westgate // Alex Wang and I were very aware of the tight delivery schedule, which added to the challenge of distributing the workload. We planned the work based on the individual studio’s capabilities, and tried not to burden them with back to back episodes wherever possible. Fortunately, there was shorthand with vendors from Season One, who were well-acquainted with the process and the quality of work the show required. The town of Jackson is a key location in The Last of Us. Could you explain how you approached creating and expanding this environment for the second season? Alex Wang // Since Season 1, this show has created incredible sets. However, the Jackson town set build is by far the most impressive in terms of scope. They constructed an 822 ft x 400 ft set in Minaty Bay that resembled a real town! I had early discussions with Production Designer Don MacAulay and his team about where they should concentrate their efforts and where VFX would make the most sense to take over. They focused on developing the town’s main street, where we believed most scenes would occur. There is a big reveal of Jackson in the first episode after Ellie comes out of the barn. Distillery VFX was responsible for the town’s extension, which appears seamless because the team took great pride in researching and ensuring the architecture aligned with the set while staying true to the tone of Jackson, Wyoming. Fiona Campbell Westgate // An impressive set was constructed in Minaty Bay, which served as the foundation for VFX to build upon. There is a beautiful establishing shot of Jackson in Episode 1 that was completed by Distillery, showing a safe and almost normal setting as Season Two starts. Across the episodes, Jackson set extensions were completed by our partners at RISE and Weta. Each had a different phase of Jackson to create, from almost idyllic to a town immersed in Battle.  What challenges did you face filming Jackson on both real and virtual sets? Was there a particular fusion between visual effects and live-action shots to make it feel realistic? Alex Wang // I always advocate for building exterior sets outdoors to take advantage of natural light. However, the drawback is that we cannot control the weather and lighting when filming over several days across two units. In Episode 2, there’s supposed to be a winter storm in Jackson, so maintaining consistency within the episode was essential. On sunny and rainy days, we used cranes to lift large 30x60ft screens to block the sun or rain. It was impossible to shield the entire set from the rain or sun, so we prioritized protecting the actors from sunlight or rain. Thus, you can imagine there was extensive weather cleanup for the episode to ensure consistency within the sequences. Fiona Campbell Westgate // We were fortunate that production built a large scale Jackson set. It provided a base for the full CG Jackson aerial shots and CG Set Extensions. The weather conditions at Minaty Bay presented a challenge during the filming of the end of the Battle sequence in Episode 2. While there were periods of bright sunshine, rainfall occurred during the filming of the end of the Battle sequence in Episode 2. In addition to the obvious visual effects work, it became necessary to replace the ground cover. Photograph by Liane Hentscher/HBO The attack on Jackson by the horde of infected in season 2 is a very intense moment. How did you approach the visual effects for this sequence? What techniques did you use to make the scale of the attack feel as impressive as it did? Alex Wang // We knew this would be a very complex sequence to shoot, and for it to be successful, we needed to start planning with the HODs from the very beginning. We began previs during prep with Weta FX and the episode’s director, Mark Mylod. The previs helped us understand Mark and the showrunner’s vision. This then served as a blueprint for all departments to follow, and in many instances, we filmed the previs. Fiona Campbell Westgate // The sheer size of the CG Infected Horde sets the tone for the scale of the Battle. It’s an intimidating moment when they are revealed through the blowing snow. The addition of CG explosions and atmospheric effects contributed in adding scale to the sequence.  Can you give us an insight into the technical challenges of capturing the infected horde? How much of the effect was done using CGI, and how much was achieved with practical effects? Alex Wang // Starting with a detailed previs that Mark and Craig approved was essential for planning the horde. We understood that we would never have enough stunt performers to fill a horde, nor could they carry out some stunts that would be too dangerous. I reviewed the previs with Stunt Coordinator Marny Eng numerous times to decide the best placements for her team’s stunt performers. We also collaborated with Barrie Gower from the Prosthetics team to determine the most effective allocation of his team’s efforts. Stunt performers positioned closest to the camera would receive the full prosthetic treatment, which can take hours. Weta FX was responsible for the incredible CG Infected horde work in the Jackson Battle. They have been a creative partner with HBO’s The Last of Us since Season 1, so they were brought on early for Season 2. I began discussions with Weta’s VFX supervisor, Nick Epstein, about how we could tackle these complex horde shots very early during the shoot. Typically, repetition in CG crowd scenes can be acceptable, such as armies with soldiers dressed in the same uniform or armour. However, for our Infected horde, Craig wanted to convey that the Infected didn’t come off an assembly line or all shop at the same clothing department store. Any repetition would feel artificial. These Infected were once civilians with families, or they were groups of raiders. We needed complex variations in height, body size, age, clothing, and hair. We built our base library of Infected, and then Nick and the Weta FX team developed a “mix and match” system, allowing the Infected to wear any costume and hair groom. A procedural texturing system was also developed for costumes, providing even greater variation. The most crucial aspect of the Infected horde was their motion. We had numerous shots cutting back-to-back with practical Infected, as well as shots where our CG Infected ran right alongside a stunt horde. It was incredibly unforgiving! Weta FX’s animation supervisor from Season 1, Dennis Yoo, returned for Season 2 to meet the challenge. Having been part of the first season, Dennis understood the expectations of Craig and Neil. Similar to issues of model repetition within a horde, it was relatively easy to perceive repetition, especially if they were running toward the same target. It was essential to enhance the details of their performances with nuances such as tripping and falling, getting back up, and trampling over each other. There also needed to be a difference in the Infected’s running speed. To ensure we had enough complexity within the horde, Dennis motion-captured almost 600 unique motion cycles. We had over a hundred shots in episode 2 that required CG Infected horde. Fiona Campbell Westgate // Nick Epstein, Weta VFX Supervisor, and Dennis Yoo, Weta Animation Supervisor, were faced with having to add hero, close-up Horde that had to integrate with practical Stunt performers. They achieved this through over 60 motion capture sessions and running it through a deformation system they developed. Every detail was applied to allow for a seamless blend with our practical Stunt performances. The Weta team created a custom costume and hair system that provided individual looks to the CG Infected Horde. We were able to avoid the repetitive look of a CG crowd due to these efforts. The movement of the infected horde is crucial for the intensity of the scene. How did you manage the animation and simulation of the infected to ensure smooth and realistic interaction with the environment? Fiona Campbell Westgate // We worked closely with the Stunt department to plan out positioning and where VFX would be adding the CG Horde. Craig Mazin wanted the Infected Horde to move in a way that humans cannot. The deformation system kept the body shape anatomically correct and allowed us to push the limits from how a human physically moves.  The Bloater makes a terrifying return this season. What were the key challenges in designing and animating this creature? How did you work on the Bloater’s interaction with the environment and other characters? Alex Wang // In Season 1, the Kansas City cul-de-sac sequence featured only a handful of Bloater shots. This season, however, nearly forty shots showcase the Bloater in broad daylight during the Battle of Jackson. We needed to redesign the Bloater asset to ensure it looked good in close-up shots from head to toe. Weta FX designed the Bloater for Season 1 and revamped the design for this season. Starting with the Bloater’s silhouette, it had to appear large, intimidating, and menacing. We explored enlarging the cordyceps head shape to make it feel almost like a crown, enhancing the Bloater’s impressive and strong presence. During filming, a stunt double stood in for the Bloater. This was mainly for scale reference and composition. It also helped the Infected stunt performers understand the Bloater’s spatial position, allowing them to avoid running through his space. Once we had an edit, Dennis mocapped the Bloater’s performances with his team. It is always challenging to get the motion right for a creature that weighs 600 pounds. We don’t want the mocap to be overly exaggerated, but it does break the character if the Bloater feels too “light.” The brilliant animation team at Weta FX brought the Bloater character to life and nailed it! When Tommy goes head-to-head with the Bloater, Craig was quite specific during the prep days about how the Bloater would bubble, melt, and burn as Tommy torches him with the flamethrower. Important Looking Pirates took on the “Burning Bloater” sequence, led by VFX Supervisor Philip Engstrom. They began with extensive R&D to ensure the Bloater’s skin would start to bubble and burn. ILP took the final Bloater asset from Weta FX and had to resculpt and texture the asset for the Bloater’s final burn state. Craig felt it was important for the Bloater to appear maimed at the end. The layers of FX were so complex that the R&D continued almost to the end of the delivery schedule. Fiona Campbell Westgate // This season the Bloater had to be bigger, more intimidating. The CG Asset was recreated to withstand the scrutiny of close ups and in daylight. Both Craig Mazin and Neil Druckmann worked closely with us during the process of the build. We referenced the game and applied elements of that version with ours. You’ll notice that his head is in the shape of crown, this is to convey he’s a powerful force.  During the Burning Bloater sequence in Episode 2, we brainstormed with Philip Engström, ILP VFX Supervisor, on how this creature would react to the flamethrower and how it would affect the ground as it burns. When the Bloater finally falls to the ground and dies, the extraordinary detail of the embers burning, fluid draining and melting the surrounding snow really sells that the CG creature was in the terrain.  Given the Bloater’s imposing size, how did you approach its integration into scenes with the actors? What techniques did you use to create such a realistic and menacing appearance? Fiona Campbell Westgate // For the Bloater, a stunt performer wearing a motion capture suit was filmed on set. This provided interaction with the actors and the environment. VFX enhanced the intensity of his movements, incorporating simulations to the CG Bloater’s skin and muscles that would reflect the weight and force as this terrifying creature moves.  Seattle in The Last of Us is a completely devastated city. Can you talk about how you recreated this destruction? What were the most difficult visual aspects to realize for this post-apocalyptic city? Fiona Campbell Westgate // We were meticulous in blending the CG destruction with the practical environment. The flora’s ability to overtake the environment had to be believable, and we adhered to the principle of form follows function. Due to the vastness of the CG devastation it was crucial to avoid repetitive effects. Consequently, our vendors were tasked with creating bespoke designs that evoked a sense of awe and beauty. Was Seattle’s architecture a key element in how you designed the visual effects? How did you adapt the city’s real-life urban landscape to meet the needs of the story while maintaining a coherent aesthetic? Alex Wang // It’s always important to Craig and Neil that we remain true to the cities our characters are in. DNEG was one of our primary vendors for Boston in Season 1, so it was natural for them to return for Season 2, this time focusing on Seattle. DNEG’s VFX Supervisor, Stephen James, who played a crucial role in developing the visual language of Boston for Season 1, also returns for this season. Stephen and Melaina Maceled a team to Seattle to shoot plates and perform lidar scans of parts of the city. We identified the buildings unique to Seattle that would have existed in 2003, so we ensured these buildings were always included in our establishing shots. Overgrowth and destruction have significantly influenced the environments in The Last of Us. The environment functions almost as a character in both Season 1 and Season 2. In the last season, the building destruction in Boston was primarily caused by military bombings. During this season, destruction mainly arises from dilapidation. Living in the Pacific Northwest, I understand how damp it can get for most of the year. I imagined that, over 20 years, the integrity of the buildings would be compromised by natural forces. This abundant moisture creates an exceptionally lush and vibrant landscape for much of the year. Therefore, when designing Seattle, we ensured that the destruction and overgrowth appeared intentional and aesthetically distinct from those of Boston. Fiona Campbell Westgate // Led by Stephen James, DNEG VFX Supervisor, and Melaina Mace, DNEG DFX Supervisor, the team captured photography, drone footage and the Clear Angle team captured LiDAR data over a three-day period in Seattle. It was crucial to include recognizable Seattle landmarks that would resonate with people familiar with the game.  The devastated city almost becomes a character in itself this season. What aspects of the visual effects did you have to enhance to increase the immersion of the viewer into this hostile and deteriorated environment? Fiona Campbell Westgate // It is indeed a character. Craig wanted it to be deteriorated but to have moments where it’s also beautiful in its devastation. For instance, in the Music Store in Episode 4 where Ellie is playing guitar for Dina, the deteriorated interior provides a beautiful backdrop to this intimate moment. The Set Decorating team dressed a specific section of the set, while VFX extended the destruction and overgrowth to encompass the entire environment, immersing the viewer in strange yet familiar surroundings. Photograph by Liane Hentscher/HBO The sequence where Ellie navigates a boat through a violent storm is stunning. What were the key challenges in creating this scene, especially with water simulation and the storm’s effects? Alex Wang // In the concluding episode of Season 2, Ellie is deep in Seattle, searching for Abby. The episode draws us closer to the Aquarium, where this area of Seattle is heavily flooded. Naturally, this brings challenges with CG water. In the scene where Ellie encounters Isaac and the W.L.F soldiers by the dock, we had a complex shoot involving multiple locations, including a water tank and a boat gimbal. There were also several full CG shots. For Isaac’s riverine boat, which was in a stormy ocean, I felt it was essential that the boat and the actors were given the appropriate motion. Weta FX assisted with tech-vis for all the boat gimbal work. We began with different ocean wave sizes caused by the storm, and once the filmmakers selected one, the boat’s motion in the tech-vis fed the special FX gimbal. When Ellie gets into the Jon boat, I didn’t want it on the same gimbal because I felt it would be too mechanical. Ellie’s weight needed to affect the boat as she got in, and that wouldn’t have happened with a mechanical gimbal. So, we opted to have her boat in a water tank for this scene. Special FX had wave makers that provided the boat with the appropriate movement. Instead of guessing what the ocean sim for the riverine boat should be, the tech- vis data enabled DNEG to get a head start on the water simulations in post-production. Craig wanted this sequence to appear convincingly dark, much like it looks out on the ocean at night. This allowed us to create dramatic visuals, using lightning strikes at moments to reveal depth. Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint? Alex Wang // The Last of Us tells the story of our characters’ journey. If you look at how season 2 begins in Jackson, it differs significantly from how we conclude the season in Seattle. We seldom return to the exact location in each episode, meaning every episode presents a unique challenge. The scope of work this season has been incredibly rewarding. We burned a Bloater, and we also introduced spores this season! Photograph by Liane Hentscher/HBO Looking back on the project, what aspects of the visual effects are you most proud of? Alex Wang // The Jackson Battle was incredibly complex, involving a grueling and lengthy shoot in quite challenging conditions, along with over 600 VFX shots in episode 2. It was truly inspiring to witness the determination of every department and vendor to give their all and create something remarkable. Fiona Campbell Westgate // I am immensely proud of the exceptional work accomplished by all of our vendors. During the VFX reviews, I found myself clapping with delight when the final shots were displayed; it was exciting to see remarkable results of the artists’ efforts come to light.  How long have you worked on this show? Alex Wang // I’ve been on this season for nearly two years. Fiona Campbell Westgate // A little over one year; I joined the show in April 2024. What’s the VFX shots count? Alex Wang // We had just over 2,500 shots this Season. Fiona Campbell Westgate // In Season 2, there were a total of 2656 visual effects shots. What is your next project? Fiona Campbell Westgate // Stay tuned… A big thanks for your time. WANT TO KNOW MORE?Blackbird: Dedicated page about The Last of Us – Season 2 website.DNEG: Dedicated page about The Last of Us – Season 2 on DNEG website.Important Looking Pirates: Dedicated page about The Last of Us – Season 2 website.RISE: Dedicated page about The Last of Us – Season 2 website.Weta FX: Dedicated page about The Last of Us – Season 2 website. © Vincent Frei – The Art of VFX – 2025 #last #season #alex #wang #production
    The Last of Us – Season 2: Alex Wang (Production VFX Supervisor) & Fiona Campbell Westgate (Production VFX Producer)
    www.artofvfx.com
    After detailing the VFX work on The Last of Us Season 1 in 2023, Alex Wang returns to reflect on how the scope and complexity have evolved in Season 2. With close to 30 years of experience in the visual effects industry, Fiona Campbell Westgate has contributed to major productions such as Ghost in the Shell, Avatar: The Way of Water, Ant-Man and the Wasp: Quantumania, and Nyad. Her work on Nyad earned her a VES Award for Outstanding Supporting Visual Effects in a Photoreal Feature. Collaboration with Craig Mazin and Neil Druckmann is key to shaping the visual universe of The Last of Us. Can you share with us how you work with them and how they influence the visual direction of the series? Alex Wang // Craig visualizes the shot or scene before putting words on the page. His writing is always exceptionally detailed and descriptive, ultimately helping us to imagine the shot. Of course, no one understands The Last of Us better than Neil, who knows all aspects of the lore very well. He’s done much research and design work with the Naughty Dog team, so he gives us good guidance regarding creature and environment designs. I always try to begin with concept art to get the ball rolling with Craig and Neil’s ideas. This season, we collaborated with Chromatic Studios for concept art. They also contributed to the games, so I felt that continuity was beneficial for our show. Fiona Campbell Westgate // From the outset, it was clear that collaborating with Craig would be an exceptional experience. Early meetings revealed just how personable and invested Craig is. He works closely with every department to ensure that each episode is done to the highest level. Craig places unwavering trust in our VFX Supervisor, Alex Wang. They have an understanding between them that lends to an exceptional partnership. As the VFX Producer, I know how vital the dynamic between the Showrunner and VFX Supervisor is; working with these two has made for one of the best professional experiences of my career.  Photograph by Liane Hentscher/HBO How has your collaboration with Craig evolved between the first and second seasons? Were there any adjustments in the visual approach or narrative techniques you made this season? Alex Wang // Since everything was new in Season 1, we dedicated a lot of time and effort to exploring the show’s visual language, and we all learned a great deal about what worked and what didn’t for the show. In my initial conversations with Craig about Season 2, it was clear that he wanted to expand the show’s scope by utilizing what we established and learned in Season 1. He felt significantly more at ease fully committing to using VFX to help tell the story this season. The first season involved multiple VFX studios to handle the complexity of the effects. How did you divide the work among different studios for the second season? Alex Wang // Most of the vendors this season were also in Season 1, so we already had a shorthand. The VFX Producer, Fiona Campbell Westgate, and I work closely together to decide how to divide the work among our vendors. The type of work needs to be well-suited for the vendor and fit into our budget and schedule. We were extremely fortunate to have the vendors we did this season. I want to take this opportunity to thank Weta FX, DNEG, RISE, Distillery VFX, Storm Studios, Important Looking Pirates, Blackbird, Wylie Co., RVX, and VDK. We also had ILM for concept art and Digital Domain for previs. Fiona Campbell Westgate // Alex Wang and I were very aware of the tight delivery schedule, which added to the challenge of distributing the workload. We planned the work based on the individual studio’s capabilities, and tried not to burden them with back to back episodes wherever possible. Fortunately, there was shorthand with vendors from Season One, who were well-acquainted with the process and the quality of work the show required. The town of Jackson is a key location in The Last of Us. Could you explain how you approached creating and expanding this environment for the second season? Alex Wang // Since Season 1, this show has created incredible sets. However, the Jackson town set build is by far the most impressive in terms of scope. They constructed an 822 ft x 400 ft set in Minaty Bay that resembled a real town! I had early discussions with Production Designer Don MacAulay and his team about where they should concentrate their efforts and where VFX would make the most sense to take over. They focused on developing the town’s main street, where we believed most scenes would occur. There is a big reveal of Jackson in the first episode after Ellie comes out of the barn. Distillery VFX was responsible for the town’s extension, which appears seamless because the team took great pride in researching and ensuring the architecture aligned with the set while staying true to the tone of Jackson, Wyoming. Fiona Campbell Westgate // An impressive set was constructed in Minaty Bay, which served as the foundation for VFX to build upon. There is a beautiful establishing shot of Jackson in Episode 1 that was completed by Distillery, showing a safe and almost normal setting as Season Two starts. Across the episodes, Jackson set extensions were completed by our partners at RISE and Weta. Each had a different phase of Jackson to create, from almost idyllic to a town immersed in Battle.  What challenges did you face filming Jackson on both real and virtual sets? Was there a particular fusion between visual effects and live-action shots to make it feel realistic? Alex Wang // I always advocate for building exterior sets outdoors to take advantage of natural light. However, the drawback is that we cannot control the weather and lighting when filming over several days across two units. In Episode 2, there’s supposed to be a winter storm in Jackson, so maintaining consistency within the episode was essential. On sunny and rainy days, we used cranes to lift large 30x60ft screens to block the sun or rain. It was impossible to shield the entire set from the rain or sun, so we prioritized protecting the actors from sunlight or rain. Thus, you can imagine there was extensive weather cleanup for the episode to ensure consistency within the sequences. Fiona Campbell Westgate // We were fortunate that production built a large scale Jackson set. It provided a base for the full CG Jackson aerial shots and CG Set Extensions. The weather conditions at Minaty Bay presented a challenge during the filming of the end of the Battle sequence in Episode 2. While there were periods of bright sunshine, rainfall occurred during the filming of the end of the Battle sequence in Episode 2. In addition to the obvious visual effects work, it became necessary to replace the ground cover. Photograph by Liane Hentscher/HBO The attack on Jackson by the horde of infected in season 2 is a very intense moment. How did you approach the visual effects for this sequence? What techniques did you use to make the scale of the attack feel as impressive as it did? Alex Wang // We knew this would be a very complex sequence to shoot, and for it to be successful, we needed to start planning with the HODs from the very beginning. We began previs during prep with Weta FX and the episode’s director, Mark Mylod. The previs helped us understand Mark and the showrunner’s vision. This then served as a blueprint for all departments to follow, and in many instances, we filmed the previs. Fiona Campbell Westgate // The sheer size of the CG Infected Horde sets the tone for the scale of the Battle. It’s an intimidating moment when they are revealed through the blowing snow. The addition of CG explosions and atmospheric effects contributed in adding scale to the sequence.  Can you give us an insight into the technical challenges of capturing the infected horde? How much of the effect was done using CGI, and how much was achieved with practical effects? Alex Wang // Starting with a detailed previs that Mark and Craig approved was essential for planning the horde. We understood that we would never have enough stunt performers to fill a horde, nor could they carry out some stunts that would be too dangerous. I reviewed the previs with Stunt Coordinator Marny Eng numerous times to decide the best placements for her team’s stunt performers. We also collaborated with Barrie Gower from the Prosthetics team to determine the most effective allocation of his team’s efforts. Stunt performers positioned closest to the camera would receive the full prosthetic treatment, which can take hours. Weta FX was responsible for the incredible CG Infected horde work in the Jackson Battle. They have been a creative partner with HBO’s The Last of Us since Season 1, so they were brought on early for Season 2. I began discussions with Weta’s VFX supervisor, Nick Epstein, about how we could tackle these complex horde shots very early during the shoot. Typically, repetition in CG crowd scenes can be acceptable, such as armies with soldiers dressed in the same uniform or armour. However, for our Infected horde, Craig wanted to convey that the Infected didn’t come off an assembly line or all shop at the same clothing department store. Any repetition would feel artificial. These Infected were once civilians with families, or they were groups of raiders. We needed complex variations in height, body size, age, clothing, and hair. We built our base library of Infected, and then Nick and the Weta FX team developed a “mix and match” system, allowing the Infected to wear any costume and hair groom. A procedural texturing system was also developed for costumes, providing even greater variation. The most crucial aspect of the Infected horde was their motion. We had numerous shots cutting back-to-back with practical Infected, as well as shots where our CG Infected ran right alongside a stunt horde. It was incredibly unforgiving! Weta FX’s animation supervisor from Season 1, Dennis Yoo, returned for Season 2 to meet the challenge. Having been part of the first season, Dennis understood the expectations of Craig and Neil. Similar to issues of model repetition within a horde, it was relatively easy to perceive repetition, especially if they were running toward the same target. It was essential to enhance the details of their performances with nuances such as tripping and falling, getting back up, and trampling over each other. There also needed to be a difference in the Infected’s running speed. To ensure we had enough complexity within the horde, Dennis motion-captured almost 600 unique motion cycles. We had over a hundred shots in episode 2 that required CG Infected horde. Fiona Campbell Westgate // Nick Epstein, Weta VFX Supervisor, and Dennis Yoo, Weta Animation Supervisor, were faced with having to add hero, close-up Horde that had to integrate with practical Stunt performers. They achieved this through over 60 motion capture sessions and running it through a deformation system they developed. Every detail was applied to allow for a seamless blend with our practical Stunt performances. The Weta team created a custom costume and hair system that provided individual looks to the CG Infected Horde. We were able to avoid the repetitive look of a CG crowd due to these efforts. The movement of the infected horde is crucial for the intensity of the scene. How did you manage the animation and simulation of the infected to ensure smooth and realistic interaction with the environment? Fiona Campbell Westgate // We worked closely with the Stunt department to plan out positioning and where VFX would be adding the CG Horde. Craig Mazin wanted the Infected Horde to move in a way that humans cannot. The deformation system kept the body shape anatomically correct and allowed us to push the limits from how a human physically moves.  The Bloater makes a terrifying return this season. What were the key challenges in designing and animating this creature? How did you work on the Bloater’s interaction with the environment and other characters? Alex Wang // In Season 1, the Kansas City cul-de-sac sequence featured only a handful of Bloater shots. This season, however, nearly forty shots showcase the Bloater in broad daylight during the Battle of Jackson. We needed to redesign the Bloater asset to ensure it looked good in close-up shots from head to toe. Weta FX designed the Bloater for Season 1 and revamped the design for this season. Starting with the Bloater’s silhouette, it had to appear large, intimidating, and menacing. We explored enlarging the cordyceps head shape to make it feel almost like a crown, enhancing the Bloater’s impressive and strong presence. During filming, a stunt double stood in for the Bloater. This was mainly for scale reference and composition. It also helped the Infected stunt performers understand the Bloater’s spatial position, allowing them to avoid running through his space. Once we had an edit, Dennis mocapped the Bloater’s performances with his team. It is always challenging to get the motion right for a creature that weighs 600 pounds. We don’t want the mocap to be overly exaggerated, but it does break the character if the Bloater feels too “light.” The brilliant animation team at Weta FX brought the Bloater character to life and nailed it! When Tommy goes head-to-head with the Bloater, Craig was quite specific during the prep days about how the Bloater would bubble, melt, and burn as Tommy torches him with the flamethrower. Important Looking Pirates took on the “Burning Bloater” sequence, led by VFX Supervisor Philip Engstrom. They began with extensive R&D to ensure the Bloater’s skin would start to bubble and burn. ILP took the final Bloater asset from Weta FX and had to resculpt and texture the asset for the Bloater’s final burn state. Craig felt it was important for the Bloater to appear maimed at the end. The layers of FX were so complex that the R&D continued almost to the end of the delivery schedule. Fiona Campbell Westgate // This season the Bloater had to be bigger, more intimidating. The CG Asset was recreated to withstand the scrutiny of close ups and in daylight. Both Craig Mazin and Neil Druckmann worked closely with us during the process of the build. We referenced the game and applied elements of that version with ours. You’ll notice that his head is in the shape of crown, this is to convey he’s a powerful force.  During the Burning Bloater sequence in Episode 2, we brainstormed with Philip Engström, ILP VFX Supervisor, on how this creature would react to the flamethrower and how it would affect the ground as it burns. When the Bloater finally falls to the ground and dies, the extraordinary detail of the embers burning, fluid draining and melting the surrounding snow really sells that the CG creature was in the terrain.  Given the Bloater’s imposing size, how did you approach its integration into scenes with the actors? What techniques did you use to create such a realistic and menacing appearance? Fiona Campbell Westgate // For the Bloater, a stunt performer wearing a motion capture suit was filmed on set. This provided interaction with the actors and the environment. VFX enhanced the intensity of his movements, incorporating simulations to the CG Bloater’s skin and muscles that would reflect the weight and force as this terrifying creature moves.  Seattle in The Last of Us is a completely devastated city. Can you talk about how you recreated this destruction? What were the most difficult visual aspects to realize for this post-apocalyptic city? Fiona Campbell Westgate // We were meticulous in blending the CG destruction with the practical environment. The flora’s ability to overtake the environment had to be believable, and we adhered to the principle of form follows function. Due to the vastness of the CG devastation it was crucial to avoid repetitive effects. Consequently, our vendors were tasked with creating bespoke designs that evoked a sense of awe and beauty. Was Seattle’s architecture a key element in how you designed the visual effects? How did you adapt the city’s real-life urban landscape to meet the needs of the story while maintaining a coherent aesthetic? Alex Wang // It’s always important to Craig and Neil that we remain true to the cities our characters are in. DNEG was one of our primary vendors for Boston in Season 1, so it was natural for them to return for Season 2, this time focusing on Seattle. DNEG’s VFX Supervisor, Stephen James, who played a crucial role in developing the visual language of Boston for Season 1, also returns for this season. Stephen and Melaina Mace (DFX Supervisor) led a team to Seattle to shoot plates and perform lidar scans of parts of the city. We identified the buildings unique to Seattle that would have existed in 2003, so we ensured these buildings were always included in our establishing shots. Overgrowth and destruction have significantly influenced the environments in The Last of Us. The environment functions almost as a character in both Season 1 and Season 2. In the last season, the building destruction in Boston was primarily caused by military bombings. During this season, destruction mainly arises from dilapidation. Living in the Pacific Northwest, I understand how damp it can get for most of the year. I imagined that, over 20 years, the integrity of the buildings would be compromised by natural forces. This abundant moisture creates an exceptionally lush and vibrant landscape for much of the year. Therefore, when designing Seattle, we ensured that the destruction and overgrowth appeared intentional and aesthetically distinct from those of Boston. Fiona Campbell Westgate // Led by Stephen James, DNEG VFX Supervisor, and Melaina Mace, DNEG DFX Supervisor, the team captured photography, drone footage and the Clear Angle team captured LiDAR data over a three-day period in Seattle. It was crucial to include recognizable Seattle landmarks that would resonate with people familiar with the game.  The devastated city almost becomes a character in itself this season. What aspects of the visual effects did you have to enhance to increase the immersion of the viewer into this hostile and deteriorated environment? Fiona Campbell Westgate // It is indeed a character. Craig wanted it to be deteriorated but to have moments where it’s also beautiful in its devastation. For instance, in the Music Store in Episode 4 where Ellie is playing guitar for Dina, the deteriorated interior provides a beautiful backdrop to this intimate moment. The Set Decorating team dressed a specific section of the set, while VFX extended the destruction and overgrowth to encompass the entire environment, immersing the viewer in strange yet familiar surroundings. Photograph by Liane Hentscher/HBO The sequence where Ellie navigates a boat through a violent storm is stunning. What were the key challenges in creating this scene, especially with water simulation and the storm’s effects? Alex Wang // In the concluding episode of Season 2, Ellie is deep in Seattle, searching for Abby. The episode draws us closer to the Aquarium, where this area of Seattle is heavily flooded. Naturally, this brings challenges with CG water. In the scene where Ellie encounters Isaac and the W.L.F soldiers by the dock, we had a complex shoot involving multiple locations, including a water tank and a boat gimbal. There were also several full CG shots. For Isaac’s riverine boat, which was in a stormy ocean, I felt it was essential that the boat and the actors were given the appropriate motion. Weta FX assisted with tech-vis for all the boat gimbal work. We began with different ocean wave sizes caused by the storm, and once the filmmakers selected one, the boat’s motion in the tech-vis fed the special FX gimbal. When Ellie gets into the Jon boat, I didn’t want it on the same gimbal because I felt it would be too mechanical. Ellie’s weight needed to affect the boat as she got in, and that wouldn’t have happened with a mechanical gimbal. So, we opted to have her boat in a water tank for this scene. Special FX had wave makers that provided the boat with the appropriate movement. Instead of guessing what the ocean sim for the riverine boat should be, the tech- vis data enabled DNEG to get a head start on the water simulations in post-production. Craig wanted this sequence to appear convincingly dark, much like it looks out on the ocean at night. This allowed us to create dramatic visuals, using lightning strikes at moments to reveal depth. Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint? Alex Wang // The Last of Us tells the story of our characters’ journey. If you look at how season 2 begins in Jackson, it differs significantly from how we conclude the season in Seattle. We seldom return to the exact location in each episode, meaning every episode presents a unique challenge. The scope of work this season has been incredibly rewarding. We burned a Bloater, and we also introduced spores this season! Photograph by Liane Hentscher/HBO Looking back on the project, what aspects of the visual effects are you most proud of? Alex Wang // The Jackson Battle was incredibly complex, involving a grueling and lengthy shoot in quite challenging conditions, along with over 600 VFX shots in episode 2. It was truly inspiring to witness the determination of every department and vendor to give their all and create something remarkable. Fiona Campbell Westgate // I am immensely proud of the exceptional work accomplished by all of our vendors. During the VFX reviews, I found myself clapping with delight when the final shots were displayed; it was exciting to see remarkable results of the artists’ efforts come to light.  How long have you worked on this show? Alex Wang // I’ve been on this season for nearly two years. Fiona Campbell Westgate // A little over one year; I joined the show in April 2024. What’s the VFX shots count? Alex Wang // We had just over 2,500 shots this Season. Fiona Campbell Westgate // In Season 2, there were a total of 2656 visual effects shots. What is your next project? Fiona Campbell Westgate // Stay tuned… A big thanks for your time. WANT TO KNOW MORE?Blackbird: Dedicated page about The Last of Us – Season 2 website.DNEG: Dedicated page about The Last of Us – Season 2 on DNEG website.Important Looking Pirates: Dedicated page about The Last of Us – Season 2 website.RISE: Dedicated page about The Last of Us – Season 2 website.Weta FX: Dedicated page about The Last of Us – Season 2 website. © Vincent Frei – The Art of VFX – 2025
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  • Stunts, previs and VFX in ‘Final Destination: Bloodlines’

    Special Effects Coordinator Tony Lazarowich, VFX Supervisor Nordin Rahhali, and Stunt Coordinator Simon Burnett discuss the work in this LA Weekly article, which includes a bunch of fun videos.

    The post Stunts, previs and VFX in ‘Final Destination: Bloodlines’ appeared first on befores & afters.
    #stunts #previs #vfx #final #destination
    Stunts, previs and VFX in ‘Final Destination: Bloodlines’
    Special Effects Coordinator Tony Lazarowich, VFX Supervisor Nordin Rahhali, and Stunt Coordinator Simon Burnett discuss the work in this LA Weekly article, which includes a bunch of fun videos. The post Stunts, previs and VFX in ‘Final Destination: Bloodlines’ appeared first on befores & afters. #stunts #previs #vfx #final #destination
    Stunts, previs and VFX in ‘Final Destination: Bloodlines’
    beforesandafters.com
    Special Effects Coordinator Tony Lazarowich, VFX Supervisor Nordin Rahhali, and Stunt Coordinator Simon Burnett discuss the work in this LA Weekly article, which includes a bunch of fun videos. The post Stunts, previs and VFX in ‘Final Destination: Bloodlines’ appeared first on befores & afters.
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  • A Wildlife Expert Helped Me Find the Best Spot for My Bird Feeder. Here's What I Learned

    Starting your backyard birding journey? These simple tips can make all the difference. Here's everything you should know, according to an urban wildlife coordinator.
    #wildlife #expert #helped #find #best
    A Wildlife Expert Helped Me Find the Best Spot for My Bird Feeder. Here's What I Learned
    Starting your backyard birding journey? These simple tips can make all the difference. Here's everything you should know, according to an urban wildlife coordinator. #wildlife #expert #helped #find #best
    A Wildlife Expert Helped Me Find the Best Spot for My Bird Feeder. Here's What I Learned
    www.cnet.com
    Starting your backyard birding journey? These simple tips can make all the difference. Here's everything you should know, according to an urban wildlife coordinator.
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  • Rocky Mountain Region Interior Designers, Architects, and Builders to Know From the AD PRO Directory

    Rocky Mountain region interior designers, architects, builders, and landscape architects have a bounty of inspiration right outside their doors. Accordingly, their work reflects the beauty of the natural world. The region’s design and construction talents have the ability to bring the surrounding landscape into projects of all types, from modern mountain homes to urban apartments and town houses. If you’re ready to start a project, these AD-approved Rocky Mountain region interior designers, architects, builders, and landscape architects should be your first call.On the listInterior DesignersAshley Scheidel Design StudioAshley Scheidel Design Studio let the natural beauty of the materials take center stage in a Denver home’s tranquil bedroom.
    Photo by Jess Blackwell PhotographySustainability is a driving force in interiors by Ashley Scheidel Design Studio. The Denver-based interior architecture and design firm specializes in new construction and renovations. Whether they are helping clients reimagine their existing spaces or building new ones from scratch, Scheidel and her team focus on creating timeless environments that balance livability and easygoing elegance. The client’s personal style also drives the design, but natural materials such as warm woods and rugged stone feature prominently in the firm’s portfolio.Beaumier InteriorsIn a renovated midcentury brick ranch home in Denver, Beaumier Interiors balanced warmth and restraint through the use of soft textures, sculptural forms, and quiet tones. The resulting space feels both grounded and welcoming.
    Photo by Jess BlackwellAfter earning her stripes working for several leading firms in Chicago, designer Ashley Beaumier brought her signature organic modern style to the Denver area, where she founded her eponymous firm. Beaumier Interiors crafts polished interiors, which are layered with natural materials, including striking stone, pale linens, and warm woods. The full-service firm works with clients on projects of all sizes, including large renovations and new constructions, and guides each project from start to finish, ensuring a cohesive look throughout the entire home.Elizabeth Stanley DesignCurated vintage furnishings and lighting by Elizabeth Stanley Design softens the concrete architectural rigor of this austere Austin home.
    Photo by Shade DeggesFor nearly 20 years, contemporary and minimalist houses have been transformed into welcoming, character-filled homes at the hands of designer Elizabeth Stanley and her eponymous firm. The Aspen, Colorado–based studio focuses on bringing its clients’ personal style to the fore as it guides them through the design process. The resulting tranquil spaces balance functionality and aesthetics and incorporate statement furnishings, natural materials, graphic art, and rich textures.Donna Mondi Interior DesignIn a Michigan living room by Donna Mondi Interior Design, sculptural seating and a floating concrete fireplace strike a confident balance between softness and strength. Cascading fiber art adds an unexpected edge.
    Photo by Dustin Halleck; Styled by Darwin FitzKnown for her ability to mix traditional and modern design into soulful spaces, designer Donna Mondi has been transforming everything from city penthouses to country estates to desert retreats for almost 25 years. With offices in Denver and Chicago, Donna Mondi Interior Design works on high-end projects across the country, including renovations, new construction, and furnishings. The firm specializes in crafting architecturally driven designs that expertly balance luxury and comfort.Dream Homes Inc.In a Denver home, Dream Homes Inc. moved and redesigned the fireplace with a chevron-patterned Italian granite surround.
    Photo by David Patterson PhotographySpecializing in large-scale renovations, Denver-based Dream Homes Inc. has been transforming homes in the Rocky Mountain region and nationwide since 1999. Led by founder Joyce Clegg, the interior architecture and design firm is known for its expertly planned and personality-filled residences. Dream Homes oversees every aspect of the construction process, and also works on kitchen and bath remodels. Notably, accessibility and aging is at the forefront of its place design.Duet Design GroupIn a historic Denver neighborhood, Duet Design created a cozy family home in a 1937 Tudor. The original architecture’s charm is elevated with inherited art, classic and modern pieces, and vintage finds.
    Photo by David PattersonWhether designing an updated log cabin, a historic Tudor home, or a contemporary Mexican beach retreat, Denver-based Duet Design Group has an uncanny ability to bring the beauty of a home’s natural surroundings indoors. Led by founder and principal Devon Tobin, the firm works with clients on residential projects, including renovations and new construction, as well as commercial spaces. While the firm is known for its collaborative process, clients can also expect every logistical detail to be taken care of for a stress-free experience.Jede InteriorsBeauty and functionality meet in this polished Orem, Utah, kitchen designed by Jede Interiors.
    Photo by Camilia LundNeutral hues and natural materials contribute to the calming, timeless homes created by Orem, Utah–based Jede Interiors. Led by principal designer Jen Dean, the firm is known for its fresh take on traditional style, combining comfortable furnishings with vintage pieces that add patina and history. Jede Interiors works to make every space feel authentic to the clients who live in it—it services those based locally and across the country.Bowen Design StudioThe Red Rocks of Southern Utah were the inspiration for the dining area’s cabinet color, adding a playful yet sophisticated design element.
    Photo by Lacey Alexander PhotographyBuilding a new home can bring a daunting number of decisions, which is where Bowen Design Studio comes in. Led by designer Hailey Brodale, the Saint George, Utah–based firm specializes in helping clients make their custom homes feel truly personal. Whether it’s devising an organic desert retreat or a dramatic mountain home, Bowen Design Studio takes a hands-on approach throughout the construction process, making sure that the end result is exactly what the client envisioned.Lund Haus StudioFor a mountain home, Lund Haus Studio incorporated thoughtful organization solutions to enhance functionality and ease of living, as well as textures and materials inspired by the raw beauty of nature.
    Photo by Rebekah WestoverSalt Lake City, Utah–based Lund Haus Studio designs joyful homes that truly work. The firm focuses on functionality, adding creative storage solutions and crafting layouts optimized for family life. Principal designer and professional organizer Sam Lund draws on her background in psychology as she works with clients, helping them express their needs and visions for their homes, and the team boasts extensive experience with construction, allowing the firm to expertly manage projects from start to finish.Eider InteriorsA book-matched stone fireplace is a focal point in the living area of an Eider Interiors–designed contemporary home overlooking the Salt Lake City Valley.
    Photo by Christina Zolotaia PhotographyA clients’ story is at the heart of every space that Bluffdale, Utah–based Eider Interiors creates. Led by founder and principal designer Mallory Bouchard, the residential and commercial design studio is known for its contemporary interiors that balance modern details with elements of warmth and texture. Eider Interiors works on a wide range of projects, from a modern Miami apartment to a nature-inspired desert escape to a luxurious RV.The FlairhunterHigh on the ski runs of Park City, this custom bunk room was designed by The Flairhunter to comfortably accommodate adults and/or kids. Crafted from reclaimed barn wood, it features pops of color in the bedding and accessories to add an element of freshness and fun.
    Photo by Doug Burke; Styling by Jen PaulInterior design firm The Flairhunter isn’t afraid to make a statement, incorporating bold colors, unique elements, and eye-catching artwork. Founder Stephanie Hunt leads a team of ten across the firm’s outposts in Salt Lake City and Southern California, and the firm works on projects throughout the United States and globally. The Flairhunter balances custom furnishings with vintage pieces and adds energy and personality by mixing colors, patterns, and materials.DwellifyCheckered floors, butcher block countertops, and vintage finishes revived the kitchen of this 100-year-old home updated by Dwellify.
    Photo by Katie Griffith PhotographyDwellify streamlines the remodeling process, letting homeowners easily choose a design that fits their personal aesthetic and budget constraints. The company’s technology helps clients visualize their future spaces, and the process also includes virtual meetings with designers and Design Boxes of physical samples. The Salt Lake City–based company works remotely with clients across the country, pairing them with a remodel coordinator and a network of carefully vetted pros to help get the job done.Studio EckströmStudio Eckström revives the living room of a 1927 Spanish Colonial Revival in Omaha.
    Photo by Daniel Johnson PhotographyDesigners Mark and Mikal Eckstrom bring a sense of whimsy and fun to the interiors they create with their Omaha, Nebraska–based firm, Studio Eckström. Unique details abound in the firm’s projects, from fanciful ironwork to bold wall treatments to unexpected color palettes, and the team isn’t afraid to push clients out of their comfort zones. Studio Eckström relies on a trusted roster of artisans, gallerists, and dealers to help them make each home one of a kind.Trove HomesDrawing inspiration from the breathtaking lake views, Trove Home’s design for a Lake Quivira kitchen features a custom curved island leg—an homage to the natural, flowing beauty of the water.
    Photo by Nate Sheets PhotographyWith a portfolio full of dramatic before and afters, it’s obvious that Kansas City, Kansas–based firm Trove Homes knows how to completely reinvent a home to fit its clients’ personal styles. Co-owners Jessica and Nate White lead clients through every decision, ensuring that the finished space balances livability and sophistication. Whether tackling a renovation or starting from the ground up with a new build, the firm works in an array of aesthetics, from traditional to coastal.Emily Tucker DesignEmily Tucker Design updated a historic Denver Tudor for a young family, maintaining the history of the home while giving the furnishings a more youthful feel.
    Photo by David LauerBased in Boulder, Colorado, Emily Tucker Design is a full-service firm helping clients across the country create personalized and highly curated residences. Tucker and her team work in a variety of styles, from modern mountain homes to historical residences, adding unexpected touches, including bold color palettes, playful patterns, and dazzling art. The firm prides itself on designing livable spaces, so it’s no wonder it has become a go-to for families looking for stylish yet durable interiors. Emily Tucker Design works on projects of a variety of scopes, including gut renovations, full home design, and new construction.Nadia Watts Interior DesignNadia Watts Interior Design created a bold dining room in a Denver home. Katie Ridder’s Pagoda wallpaper inspired the room’s unexpected color palette.
    Photo by Emily Minton RedfieldDesigner Nadia Watts founded her eponymous Denver design firm in 2009, and since then she’s become known for her artful—and often colorful—approach to interiors. The great, great granddaughter of Louis Comfort Tiffany and a former assistant to a curator at The Metropolitan Museum of Art, Watts has a special appreciation for the decorative arts and is able to give her client’s collections of art and furnishings the showcase they deserve. In addition to working with clients across the country, Watts recently launched a fabric collection with Kravet and designed a jewel-inspired space for the 2024 Kips Bay Palm Beach Showhouse.Inside StoriesA custom fireplace with walnut panels is the focal point of an Aspen home by Inside Stories. A piece by artist Trevor Kiernander is on display alongside swivel chairs by A. Rudin and a leather ottoman by Lee Industries.
    Photo by Eric LuceroDenver’s Inside Stories combines the capabilities of a large design firm with the hands-on approach of a smaller studio, giving clients the best of both worlds. Led by designer Miranda Cullen, the company tackles projects of all scopes, from paint consultations to complete redesigns, as well as commercial and hospitality designs. For clients looking for white-glove service, Inside Stories has a Residential X team that handles luxury projects like new builds and full-home renovations. Cullen and her team aren’t afraid of making bold moves in their designs, which showcase a mix of styles from midcentury-modern to rustic.Kristin Dittmar DesignKristin Dittmar Design devised a warm and moody primary bathroom for a home in Aspen. Herringbone marble tile lines the floor, while the vanity showcases warm walnut accents.
    Photo courtesy of Kristin Dittmar DesignEarthy elements and streamlined details blend beautifully in the work of Aspen’s Kristin Dittmar Design. The firm brings its signature mountain modern style to homes across the country, showcasing the natural beauty of each location with rugged stonework, warm wood accents, and perfectly framed views. Whether they’re designing a retreat in the Rockies or modernizing a 19th-century Victorian, Dittmar and her team are hands-on during each phase of a project, making sure that every space shows exacting attention to detail.Susannah Holmberg StudiosFor the foyer of a Chicago carriage house, Susannah Holmberg Studios used wallpaper, art, and color to create a layered entryway.
    Ryan McDonald. Stylist: Kimberly SwedeliusWhether it’s in a desert retreat or a storied Tudor house, Salt Lake City’s Susannah Holmberg Studios knows how to set a mood. The firm’s stylish spaces balance beauty and livability, and showcase the client’s personality with unique color palettes, curated art, and iconic design pieces. While they specialize in full-home renovations and new construction, Holmerg and her team work on residential and commercial projects across the country, tailoring the designs to each client, as well as the geographic and architectural settings.Margarita BravoFor a whole-home project in Denver’s LoHi district, Bravo drew inspiration from her client’s adventurous spirit and love of unique design, incorporating a mix of colors, patterns, and textures to create a sophisticated and dynamic space.
    Photo courtesy of Margarita BravoDesigner Margarita Bravo’s projects are as far-flung as her inspirations. Her eponymous firm is headquartered in Denver and has outposts in Miami, Montecito, Aspen, and Barcelona. Bringing in influences from European and Latin American design, Bravo masterfully mixes natural elements, streamlined furnishings, metallic accents, and delightful patterns in her projects, which range from mountain homes to beachfront condos. The designer is also behind Sorella Furniture, which she created with her sister Maria, and MB Home Collection.Ashley Campbell Interior DesignAshley Campbell Interior Design turned the lower level of a new build in Denver into a party-ready space with a wet bar and a custom concrete coffee table.
    Photo by Meagan Larsen PhotographyDenver designer Ashley Campbell puts a contemporary twist on mountain style, contrasting natural elements with streamlined furnishings, a crisp black-and-white palette, and minimalist lighting and fireplaces. These sophisticated spaces serve as striking backdrops for her clients’ collections of art and artifacts, and Campbell balances contemporary elements with plenty of texture to bring in a sense of warmth. The firm uses the latest technology to realize its designs, giving clients the full picture of the team’s creative vision.ArchitectsCharles Cunniffe Architects & InteriorsIn the great room of an Aspen, Colorado, home, Charles Cunniffe Architects perfectly framed the mountain views in a seating area.
    Photo by Aaron LeitzScenic views are treated like works of art in the homes designed by Charles Cunniffe Architects & Interiors. The Aspen, Colorado–based firm has been creating residential, commercial, and institutional structures for over 40 years. They bring a dedication to sustainability and innovation to each project, incorporating innovative materials and energy-efficient systems for spaces that enhance their occupant’s well-being. A project’s context is a driving force in the creative process, and CCA expertly incorporates nature into the design.CLB ArchitectsSituated in the heart of Moonlight Basin in Big Sky, Montana, CLB Architects’ Basecamp residence rises into the dense fir and pine trees, offering a close connection to the natural environment.
    Photo by Kevin ScottNature isn’t just an inspiration for the work of CLB Architects, it’s an integral part of each design. The cross-disciplinary design studio, which has offices in Jackson, Wyoming, and Bozeman, Montana, takes a site-specific approach and lets the surroundings inform each detail. The firm works on projects across the country and internationally, each rooted in context, whether it’s a ski-in, ski-out mountain retreat or an Upper East Side apartment.Forum Phi Architecture and Interior DesignBlending seamlessly with its surroundings, this home by Forum Phi Architecture + Interior Design pairs rustic textures with modern lines—capturing the spirit of the landscape through thoughtful design.
    Photo by Dallas & Harris PhotographyForum Phi Architecture and Interior Design brings architecture, interior design, and land planning together under one roof, allowing the team to work collaboratively with clients on all aspects of a project. The resulting structures showcase the beauty of the natural world. With offices in Aspen, Denver, and Carbondale, the team works on residential, commercial, and institutional projects in a wide range of locations and styles, from rustic ranches to historic renovations to modern mountain retreats.CCY ArchitectsClad in stone, wood, steel, and glass, a home by CCY Architects nestles quietly within the natural surroundings of Aspen, Colorado, creating a rugged and durable contemporary interpretation of alpine architecture.
    Photo by Draper WhiteThe American West and its striking landscapes inspire CCY Architects’ regional modernism. The Colorado architecture and design firm seeks to develop a deep connection to nature and community through its work—whether its residential, commercial, or institutional—and makes sustainability a priority. Cross-disciplinary collaboration is at the heart of the firm’s process, and the team immerses itself in the site, ensuring that the final design is rooted in place.Vera Iconica ArchitectureVera Iconica Architecture was inspired by the Japanese concept of ma, or “the space between,” when designing this Shooting Star sanctuary at the base of the Jackson Hole Resort. A series of small view courtyards are carved out of the massing, giving moments for pause and reflection offset with views of woods, streams, and the majestic Tetons.
    Photo by Blok StudiosFor Vera Iconica Architecture, architecture and wellness go hand in hand. The firm’s evidence-based approach prioritizes the health and well-being of a client, resulting in spaces that feel restorative and connected to nature. The team finds inspiration in the landscape of the West, incorporating natural materials and sustainable building practices. With offices in Jackson, Wyoming; Denver, Colorado; and Park City, Utah, Vera Iconica Architecture designs globally, working on residential and hospitality projects from Hong Kong to South Dakota to Peru.Landscape ArchitectsStudio CampoStudio Campo devised a three-acre farm and homestead in Portland, Oregon, with stylist Emily Henderson. The property is complete with a seating area, plunge pool, raised beds, and a greenhouse workout facility.
    Photo by Kaitlin GreenLandscape architecture firm Studio Campo creates outdoor spaces that enhance the ecosystem and the lives of those who enjoy them. Led by founding principal Cali Pfaff, the firm has a naturalistic style and a focus on both placemaking and biodiversity, highlighting native species in its work. Based in Denver and Oregon’s Willamette Valley, Studio Campo works on a wide range of landscape projects, including gardens, public spaces, farms, and habitats.BuildersVitruvius BuiltVitruvius Built collaborated with designer Barclay Butera on a sophisticated Deer Valley mountain retreat that blends rustic charm with modern elegance.
    Photo by Cristina ZolotaiaFounded by Charles Ochello, Park City, Utah–based Vitruvius Built specializes in luxury construction, realizing even the most ambitious designs. The homes, located across the country, feature the highest quality materials and amenities such speakeasy-style golf suites, entertainment floors, and cozy bunk rooms. From a contemporary A-frame style residence to a mountain retreat made for entertaining, the homes in the firm’s portfolio showcase its ability to harness the latest technology to craft personal sanctuaries.Cadre General ContractorsEast Coast meets Colorado in this home constructed by Cadre General Contractors that blends traditional sophistication with a rich, Western aesthetic.
    Photo courtesy of Cadre General ContractorsCadre General Contractors has been building custom homes in Colorado for nearly 30 years and its decades of experience shows in its extensive portfolio. The contracting firm works in a wide range of styles from traditional to contemporary, collaborating closely with architects and designers to bring the overall vision to life. Cadre prides itself on its ability to execute ambitious designs while maintaining an exacting attention to detail and quality.The Jackson Home CompanyWithin a newly constructed home by The Jackson Home Company, the expansive great room, with its vaulted ceilings, exposed steel beams, and grand stone fireplace, is framed by floor-to-ceiling windows showcasing breathtaking views of the Teton Range.
    Photo by David AgnelloThe Jackson Home Company channels the rugged beauty of Jackson Hole, Wyoming, into striking mountain homes. In 2019, Brooklyn Home Company founders Bill Caleo, Lyndsay Caleo Karol, and Fitzhugh Karol expanded west to Wyoming, and since then the division has designed and built over 20 luxury single-family homes, including a 6,414-square-foot ski-in/ski-out home in Teton Village and an artful retreat nestled beside an Aspen grove. The firm prioritizes sustainability in its homes, incorporating elements like green roofs and locally sourced materials.APPLY NOWGrow your business with the AD PRO DirectoryArrowAre you looking for an interior decorator or designer to hire for your next project? Wherever you are, visit the AD PRO Directory to browse our list of AD-approved designers and find your match for a design consultation.
    #rocky #mountain #region #interior #designers
    Rocky Mountain Region Interior Designers, Architects, and Builders to Know From the AD PRO Directory
    Rocky Mountain region interior designers, architects, builders, and landscape architects have a bounty of inspiration right outside their doors. Accordingly, their work reflects the beauty of the natural world. The region’s design and construction talents have the ability to bring the surrounding landscape into projects of all types, from modern mountain homes to urban apartments and town houses. If you’re ready to start a project, these AD-approved Rocky Mountain region interior designers, architects, builders, and landscape architects should be your first call.On the listInterior DesignersAshley Scheidel Design StudioAshley Scheidel Design Studio let the natural beauty of the materials take center stage in a Denver home’s tranquil bedroom. Photo by Jess Blackwell PhotographySustainability is a driving force in interiors by Ashley Scheidel Design Studio. The Denver-based interior architecture and design firm specializes in new construction and renovations. Whether they are helping clients reimagine their existing spaces or building new ones from scratch, Scheidel and her team focus on creating timeless environments that balance livability and easygoing elegance. The client’s personal style also drives the design, but natural materials such as warm woods and rugged stone feature prominently in the firm’s portfolio.Beaumier InteriorsIn a renovated midcentury brick ranch home in Denver, Beaumier Interiors balanced warmth and restraint through the use of soft textures, sculptural forms, and quiet tones. The resulting space feels both grounded and welcoming. Photo by Jess BlackwellAfter earning her stripes working for several leading firms in Chicago, designer Ashley Beaumier brought her signature organic modern style to the Denver area, where she founded her eponymous firm. Beaumier Interiors crafts polished interiors, which are layered with natural materials, including striking stone, pale linens, and warm woods. The full-service firm works with clients on projects of all sizes, including large renovations and new constructions, and guides each project from start to finish, ensuring a cohesive look throughout the entire home.Elizabeth Stanley DesignCurated vintage furnishings and lighting by Elizabeth Stanley Design softens the concrete architectural rigor of this austere Austin home. Photo by Shade DeggesFor nearly 20 years, contemporary and minimalist houses have been transformed into welcoming, character-filled homes at the hands of designer Elizabeth Stanley and her eponymous firm. The Aspen, Colorado–based studio focuses on bringing its clients’ personal style to the fore as it guides them through the design process. The resulting tranquil spaces balance functionality and aesthetics and incorporate statement furnishings, natural materials, graphic art, and rich textures.Donna Mondi Interior DesignIn a Michigan living room by Donna Mondi Interior Design, sculptural seating and a floating concrete fireplace strike a confident balance between softness and strength. Cascading fiber art adds an unexpected edge. Photo by Dustin Halleck; Styled by Darwin FitzKnown for her ability to mix traditional and modern design into soulful spaces, designer Donna Mondi has been transforming everything from city penthouses to country estates to desert retreats for almost 25 years. With offices in Denver and Chicago, Donna Mondi Interior Design works on high-end projects across the country, including renovations, new construction, and furnishings. The firm specializes in crafting architecturally driven designs that expertly balance luxury and comfort.Dream Homes Inc.In a Denver home, Dream Homes Inc. moved and redesigned the fireplace with a chevron-patterned Italian granite surround. Photo by David Patterson PhotographySpecializing in large-scale renovations, Denver-based Dream Homes Inc. has been transforming homes in the Rocky Mountain region and nationwide since 1999. Led by founder Joyce Clegg, the interior architecture and design firm is known for its expertly planned and personality-filled residences. Dream Homes oversees every aspect of the construction process, and also works on kitchen and bath remodels. Notably, accessibility and aging is at the forefront of its place design.Duet Design GroupIn a historic Denver neighborhood, Duet Design created a cozy family home in a 1937 Tudor. The original architecture’s charm is elevated with inherited art, classic and modern pieces, and vintage finds. Photo by David PattersonWhether designing an updated log cabin, a historic Tudor home, or a contemporary Mexican beach retreat, Denver-based Duet Design Group has an uncanny ability to bring the beauty of a home’s natural surroundings indoors. Led by founder and principal Devon Tobin, the firm works with clients on residential projects, including renovations and new construction, as well as commercial spaces. While the firm is known for its collaborative process, clients can also expect every logistical detail to be taken care of for a stress-free experience.Jede InteriorsBeauty and functionality meet in this polished Orem, Utah, kitchen designed by Jede Interiors. Photo by Camilia LundNeutral hues and natural materials contribute to the calming, timeless homes created by Orem, Utah–based Jede Interiors. Led by principal designer Jen Dean, the firm is known for its fresh take on traditional style, combining comfortable furnishings with vintage pieces that add patina and history. Jede Interiors works to make every space feel authentic to the clients who live in it—it services those based locally and across the country.Bowen Design StudioThe Red Rocks of Southern Utah were the inspiration for the dining area’s cabinet color, adding a playful yet sophisticated design element. Photo by Lacey Alexander PhotographyBuilding a new home can bring a daunting number of decisions, which is where Bowen Design Studio comes in. Led by designer Hailey Brodale, the Saint George, Utah–based firm specializes in helping clients make their custom homes feel truly personal. Whether it’s devising an organic desert retreat or a dramatic mountain home, Bowen Design Studio takes a hands-on approach throughout the construction process, making sure that the end result is exactly what the client envisioned.Lund Haus StudioFor a mountain home, Lund Haus Studio incorporated thoughtful organization solutions to enhance functionality and ease of living, as well as textures and materials inspired by the raw beauty of nature. Photo by Rebekah WestoverSalt Lake City, Utah–based Lund Haus Studio designs joyful homes that truly work. The firm focuses on functionality, adding creative storage solutions and crafting layouts optimized for family life. Principal designer and professional organizer Sam Lund draws on her background in psychology as she works with clients, helping them express their needs and visions for their homes, and the team boasts extensive experience with construction, allowing the firm to expertly manage projects from start to finish.Eider InteriorsA book-matched stone fireplace is a focal point in the living area of an Eider Interiors–designed contemporary home overlooking the Salt Lake City Valley. Photo by Christina Zolotaia PhotographyA clients’ story is at the heart of every space that Bluffdale, Utah–based Eider Interiors creates. Led by founder and principal designer Mallory Bouchard, the residential and commercial design studio is known for its contemporary interiors that balance modern details with elements of warmth and texture. Eider Interiors works on a wide range of projects, from a modern Miami apartment to a nature-inspired desert escape to a luxurious RV.The FlairhunterHigh on the ski runs of Park City, this custom bunk room was designed by The Flairhunter to comfortably accommodate adults and/or kids. Crafted from reclaimed barn wood, it features pops of color in the bedding and accessories to add an element of freshness and fun. Photo by Doug Burke; Styling by Jen PaulInterior design firm The Flairhunter isn’t afraid to make a statement, incorporating bold colors, unique elements, and eye-catching artwork. Founder Stephanie Hunt leads a team of ten across the firm’s outposts in Salt Lake City and Southern California, and the firm works on projects throughout the United States and globally. The Flairhunter balances custom furnishings with vintage pieces and adds energy and personality by mixing colors, patterns, and materials.DwellifyCheckered floors, butcher block countertops, and vintage finishes revived the kitchen of this 100-year-old home updated by Dwellify. Photo by Katie Griffith PhotographyDwellify streamlines the remodeling process, letting homeowners easily choose a design that fits their personal aesthetic and budget constraints. The company’s technology helps clients visualize their future spaces, and the process also includes virtual meetings with designers and Design Boxes of physical samples. The Salt Lake City–based company works remotely with clients across the country, pairing them with a remodel coordinator and a network of carefully vetted pros to help get the job done.Studio EckströmStudio Eckström revives the living room of a 1927 Spanish Colonial Revival in Omaha. Photo by Daniel Johnson PhotographyDesigners Mark and Mikal Eckstrom bring a sense of whimsy and fun to the interiors they create with their Omaha, Nebraska–based firm, Studio Eckström. Unique details abound in the firm’s projects, from fanciful ironwork to bold wall treatments to unexpected color palettes, and the team isn’t afraid to push clients out of their comfort zones. Studio Eckström relies on a trusted roster of artisans, gallerists, and dealers to help them make each home one of a kind.Trove HomesDrawing inspiration from the breathtaking lake views, Trove Home’s design for a Lake Quivira kitchen features a custom curved island leg—an homage to the natural, flowing beauty of the water. Photo by Nate Sheets PhotographyWith a portfolio full of dramatic before and afters, it’s obvious that Kansas City, Kansas–based firm Trove Homes knows how to completely reinvent a home to fit its clients’ personal styles. Co-owners Jessica and Nate White lead clients through every decision, ensuring that the finished space balances livability and sophistication. Whether tackling a renovation or starting from the ground up with a new build, the firm works in an array of aesthetics, from traditional to coastal.Emily Tucker DesignEmily Tucker Design updated a historic Denver Tudor for a young family, maintaining the history of the home while giving the furnishings a more youthful feel. Photo by David LauerBased in Boulder, Colorado, Emily Tucker Design is a full-service firm helping clients across the country create personalized and highly curated residences. Tucker and her team work in a variety of styles, from modern mountain homes to historical residences, adding unexpected touches, including bold color palettes, playful patterns, and dazzling art. The firm prides itself on designing livable spaces, so it’s no wonder it has become a go-to for families looking for stylish yet durable interiors. Emily Tucker Design works on projects of a variety of scopes, including gut renovations, full home design, and new construction.Nadia Watts Interior DesignNadia Watts Interior Design created a bold dining room in a Denver home. Katie Ridder’s Pagoda wallpaper inspired the room’s unexpected color palette. Photo by Emily Minton RedfieldDesigner Nadia Watts founded her eponymous Denver design firm in 2009, and since then she’s become known for her artful—and often colorful—approach to interiors. The great, great granddaughter of Louis Comfort Tiffany and a former assistant to a curator at The Metropolitan Museum of Art, Watts has a special appreciation for the decorative arts and is able to give her client’s collections of art and furnishings the showcase they deserve. In addition to working with clients across the country, Watts recently launched a fabric collection with Kravet and designed a jewel-inspired space for the 2024 Kips Bay Palm Beach Showhouse.Inside StoriesA custom fireplace with walnut panels is the focal point of an Aspen home by Inside Stories. A piece by artist Trevor Kiernander is on display alongside swivel chairs by A. Rudin and a leather ottoman by Lee Industries. Photo by Eric LuceroDenver’s Inside Stories combines the capabilities of a large design firm with the hands-on approach of a smaller studio, giving clients the best of both worlds. Led by designer Miranda Cullen, the company tackles projects of all scopes, from paint consultations to complete redesigns, as well as commercial and hospitality designs. For clients looking for white-glove service, Inside Stories has a Residential X team that handles luxury projects like new builds and full-home renovations. Cullen and her team aren’t afraid of making bold moves in their designs, which showcase a mix of styles from midcentury-modern to rustic.Kristin Dittmar DesignKristin Dittmar Design devised a warm and moody primary bathroom for a home in Aspen. Herringbone marble tile lines the floor, while the vanity showcases warm walnut accents. Photo courtesy of Kristin Dittmar DesignEarthy elements and streamlined details blend beautifully in the work of Aspen’s Kristin Dittmar Design. The firm brings its signature mountain modern style to homes across the country, showcasing the natural beauty of each location with rugged stonework, warm wood accents, and perfectly framed views. Whether they’re designing a retreat in the Rockies or modernizing a 19th-century Victorian, Dittmar and her team are hands-on during each phase of a project, making sure that every space shows exacting attention to detail.Susannah Holmberg StudiosFor the foyer of a Chicago carriage house, Susannah Holmberg Studios used wallpaper, art, and color to create a layered entryway. Ryan McDonald. Stylist: Kimberly SwedeliusWhether it’s in a desert retreat or a storied Tudor house, Salt Lake City’s Susannah Holmberg Studios knows how to set a mood. The firm’s stylish spaces balance beauty and livability, and showcase the client’s personality with unique color palettes, curated art, and iconic design pieces. While they specialize in full-home renovations and new construction, Holmerg and her team work on residential and commercial projects across the country, tailoring the designs to each client, as well as the geographic and architectural settings.Margarita BravoFor a whole-home project in Denver’s LoHi district, Bravo drew inspiration from her client’s adventurous spirit and love of unique design, incorporating a mix of colors, patterns, and textures to create a sophisticated and dynamic space. Photo courtesy of Margarita BravoDesigner Margarita Bravo’s projects are as far-flung as her inspirations. Her eponymous firm is headquartered in Denver and has outposts in Miami, Montecito, Aspen, and Barcelona. Bringing in influences from European and Latin American design, Bravo masterfully mixes natural elements, streamlined furnishings, metallic accents, and delightful patterns in her projects, which range from mountain homes to beachfront condos. The designer is also behind Sorella Furniture, which she created with her sister Maria, and MB Home Collection.Ashley Campbell Interior DesignAshley Campbell Interior Design turned the lower level of a new build in Denver into a party-ready space with a wet bar and a custom concrete coffee table. Photo by Meagan Larsen PhotographyDenver designer Ashley Campbell puts a contemporary twist on mountain style, contrasting natural elements with streamlined furnishings, a crisp black-and-white palette, and minimalist lighting and fireplaces. These sophisticated spaces serve as striking backdrops for her clients’ collections of art and artifacts, and Campbell balances contemporary elements with plenty of texture to bring in a sense of warmth. The firm uses the latest technology to realize its designs, giving clients the full picture of the team’s creative vision.ArchitectsCharles Cunniffe Architects & InteriorsIn the great room of an Aspen, Colorado, home, Charles Cunniffe Architects perfectly framed the mountain views in a seating area. Photo by Aaron LeitzScenic views are treated like works of art in the homes designed by Charles Cunniffe Architects & Interiors. The Aspen, Colorado–based firm has been creating residential, commercial, and institutional structures for over 40 years. They bring a dedication to sustainability and innovation to each project, incorporating innovative materials and energy-efficient systems for spaces that enhance their occupant’s well-being. A project’s context is a driving force in the creative process, and CCA expertly incorporates nature into the design.CLB ArchitectsSituated in the heart of Moonlight Basin in Big Sky, Montana, CLB Architects’ Basecamp residence rises into the dense fir and pine trees, offering a close connection to the natural environment. Photo by Kevin ScottNature isn’t just an inspiration for the work of CLB Architects, it’s an integral part of each design. The cross-disciplinary design studio, which has offices in Jackson, Wyoming, and Bozeman, Montana, takes a site-specific approach and lets the surroundings inform each detail. The firm works on projects across the country and internationally, each rooted in context, whether it’s a ski-in, ski-out mountain retreat or an Upper East Side apartment.Forum Phi Architecture and Interior DesignBlending seamlessly with its surroundings, this home by Forum Phi Architecture + Interior Design pairs rustic textures with modern lines—capturing the spirit of the landscape through thoughtful design. Photo by Dallas & Harris PhotographyForum Phi Architecture and Interior Design brings architecture, interior design, and land planning together under one roof, allowing the team to work collaboratively with clients on all aspects of a project. The resulting structures showcase the beauty of the natural world. With offices in Aspen, Denver, and Carbondale, the team works on residential, commercial, and institutional projects in a wide range of locations and styles, from rustic ranches to historic renovations to modern mountain retreats.CCY ArchitectsClad in stone, wood, steel, and glass, a home by CCY Architects nestles quietly within the natural surroundings of Aspen, Colorado, creating a rugged and durable contemporary interpretation of alpine architecture. Photo by Draper WhiteThe American West and its striking landscapes inspire CCY Architects’ regional modernism. The Colorado architecture and design firm seeks to develop a deep connection to nature and community through its work—whether its residential, commercial, or institutional—and makes sustainability a priority. Cross-disciplinary collaboration is at the heart of the firm’s process, and the team immerses itself in the site, ensuring that the final design is rooted in place.Vera Iconica ArchitectureVera Iconica Architecture was inspired by the Japanese concept of ma, or “the space between,” when designing this Shooting Star sanctuary at the base of the Jackson Hole Resort. A series of small view courtyards are carved out of the massing, giving moments for pause and reflection offset with views of woods, streams, and the majestic Tetons. Photo by Blok StudiosFor Vera Iconica Architecture, architecture and wellness go hand in hand. The firm’s evidence-based approach prioritizes the health and well-being of a client, resulting in spaces that feel restorative and connected to nature. The team finds inspiration in the landscape of the West, incorporating natural materials and sustainable building practices. With offices in Jackson, Wyoming; Denver, Colorado; and Park City, Utah, Vera Iconica Architecture designs globally, working on residential and hospitality projects from Hong Kong to South Dakota to Peru.Landscape ArchitectsStudio CampoStudio Campo devised a three-acre farm and homestead in Portland, Oregon, with stylist Emily Henderson. The property is complete with a seating area, plunge pool, raised beds, and a greenhouse workout facility. Photo by Kaitlin GreenLandscape architecture firm Studio Campo creates outdoor spaces that enhance the ecosystem and the lives of those who enjoy them. Led by founding principal Cali Pfaff, the firm has a naturalistic style and a focus on both placemaking and biodiversity, highlighting native species in its work. Based in Denver and Oregon’s Willamette Valley, Studio Campo works on a wide range of landscape projects, including gardens, public spaces, farms, and habitats.BuildersVitruvius BuiltVitruvius Built collaborated with designer Barclay Butera on a sophisticated Deer Valley mountain retreat that blends rustic charm with modern elegance. Photo by Cristina ZolotaiaFounded by Charles Ochello, Park City, Utah–based Vitruvius Built specializes in luxury construction, realizing even the most ambitious designs. The homes, located across the country, feature the highest quality materials and amenities such speakeasy-style golf suites, entertainment floors, and cozy bunk rooms. From a contemporary A-frame style residence to a mountain retreat made for entertaining, the homes in the firm’s portfolio showcase its ability to harness the latest technology to craft personal sanctuaries.Cadre General ContractorsEast Coast meets Colorado in this home constructed by Cadre General Contractors that blends traditional sophistication with a rich, Western aesthetic. Photo courtesy of Cadre General ContractorsCadre General Contractors has been building custom homes in Colorado for nearly 30 years and its decades of experience shows in its extensive portfolio. The contracting firm works in a wide range of styles from traditional to contemporary, collaborating closely with architects and designers to bring the overall vision to life. Cadre prides itself on its ability to execute ambitious designs while maintaining an exacting attention to detail and quality.The Jackson Home CompanyWithin a newly constructed home by The Jackson Home Company, the expansive great room, with its vaulted ceilings, exposed steel beams, and grand stone fireplace, is framed by floor-to-ceiling windows showcasing breathtaking views of the Teton Range. Photo by David AgnelloThe Jackson Home Company channels the rugged beauty of Jackson Hole, Wyoming, into striking mountain homes. In 2019, Brooklyn Home Company founders Bill Caleo, Lyndsay Caleo Karol, and Fitzhugh Karol expanded west to Wyoming, and since then the division has designed and built over 20 luxury single-family homes, including a 6,414-square-foot ski-in/ski-out home in Teton Village and an artful retreat nestled beside an Aspen grove. The firm prioritizes sustainability in its homes, incorporating elements like green roofs and locally sourced materials.APPLY NOWGrow your business with the AD PRO DirectoryArrowAre you looking for an interior decorator or designer to hire for your next project? Wherever you are, visit the AD PRO Directory to browse our list of AD-approved designers and find your match for a design consultation. #rocky #mountain #region #interior #designers
    Rocky Mountain Region Interior Designers, Architects, and Builders to Know From the AD PRO Directory
    www.architecturaldigest.com
    Rocky Mountain region interior designers, architects, builders, and landscape architects have a bounty of inspiration right outside their doors. Accordingly, their work reflects the beauty of the natural world. The region’s design and construction talents have the ability to bring the surrounding landscape into projects of all types, from modern mountain homes to urban apartments and town houses. If you’re ready to start a project, these AD-approved Rocky Mountain region interior designers, architects, builders, and landscape architects should be your first call.On the listInterior DesignersAshley Scheidel Design StudioAshley Scheidel Design Studio let the natural beauty of the materials take center stage in a Denver home’s tranquil bedroom. Photo by Jess Blackwell PhotographySustainability is a driving force in interiors by Ashley Scheidel Design Studio. The Denver-based interior architecture and design firm specializes in new construction and renovations. Whether they are helping clients reimagine their existing spaces or building new ones from scratch, Scheidel and her team focus on creating timeless environments that balance livability and easygoing elegance. The client’s personal style also drives the design, but natural materials such as warm woods and rugged stone feature prominently in the firm’s portfolio.Beaumier InteriorsIn a renovated midcentury brick ranch home in Denver, Beaumier Interiors balanced warmth and restraint through the use of soft textures, sculptural forms, and quiet tones. The resulting space feels both grounded and welcoming. Photo by Jess BlackwellAfter earning her stripes working for several leading firms in Chicago, designer Ashley Beaumier brought her signature organic modern style to the Denver area, where she founded her eponymous firm. Beaumier Interiors crafts polished interiors, which are layered with natural materials, including striking stone, pale linens, and warm woods. The full-service firm works with clients on projects of all sizes, including large renovations and new constructions, and guides each project from start to finish, ensuring a cohesive look throughout the entire home.Elizabeth Stanley DesignCurated vintage furnishings and lighting by Elizabeth Stanley Design softens the concrete architectural rigor of this austere Austin home. Photo by Shade DeggesFor nearly 20 years, contemporary and minimalist houses have been transformed into welcoming, character-filled homes at the hands of designer Elizabeth Stanley and her eponymous firm. The Aspen, Colorado–based studio focuses on bringing its clients’ personal style to the fore as it guides them through the design process. The resulting tranquil spaces balance functionality and aesthetics and incorporate statement furnishings, natural materials, graphic art, and rich textures.Donna Mondi Interior DesignIn a Michigan living room by Donna Mondi Interior Design, sculptural seating and a floating concrete fireplace strike a confident balance between softness and strength. Cascading fiber art adds an unexpected edge. Photo by Dustin Halleck; Styled by Darwin FitzKnown for her ability to mix traditional and modern design into soulful spaces, designer Donna Mondi has been transforming everything from city penthouses to country estates to desert retreats for almost 25 years. With offices in Denver and Chicago, Donna Mondi Interior Design works on high-end projects across the country, including renovations, new construction, and furnishings. The firm specializes in crafting architecturally driven designs that expertly balance luxury and comfort.Dream Homes Inc.In a Denver home, Dream Homes Inc. moved and redesigned the fireplace with a chevron-patterned Italian granite surround. Photo by David Patterson PhotographySpecializing in large-scale renovations, Denver-based Dream Homes Inc. has been transforming homes in the Rocky Mountain region and nationwide since 1999. Led by founder Joyce Clegg, the interior architecture and design firm is known for its expertly planned and personality-filled residences. Dream Homes oversees every aspect of the construction process, and also works on kitchen and bath remodels. Notably, accessibility and aging is at the forefront of its place design.Duet Design GroupIn a historic Denver neighborhood, Duet Design created a cozy family home in a 1937 Tudor. The original architecture’s charm is elevated with inherited art, classic and modern pieces, and vintage finds. Photo by David PattersonWhether designing an updated log cabin, a historic Tudor home, or a contemporary Mexican beach retreat, Denver-based Duet Design Group has an uncanny ability to bring the beauty of a home’s natural surroundings indoors. Led by founder and principal Devon Tobin, the firm works with clients on residential projects, including renovations and new construction, as well as commercial spaces. While the firm is known for its collaborative process, clients can also expect every logistical detail to be taken care of for a stress-free experience.Jede InteriorsBeauty and functionality meet in this polished Orem, Utah, kitchen designed by Jede Interiors. Photo by Camilia LundNeutral hues and natural materials contribute to the calming, timeless homes created by Orem, Utah–based Jede Interiors. Led by principal designer Jen Dean, the firm is known for its fresh take on traditional style, combining comfortable furnishings with vintage pieces that add patina and history. Jede Interiors works to make every space feel authentic to the clients who live in it—it services those based locally and across the country.Bowen Design StudioThe Red Rocks of Southern Utah were the inspiration for the dining area’s cabinet color, adding a playful yet sophisticated design element. Photo by Lacey Alexander PhotographyBuilding a new home can bring a daunting number of decisions, which is where Bowen Design Studio comes in. Led by designer Hailey Brodale, the Saint George, Utah–based firm specializes in helping clients make their custom homes feel truly personal. Whether it’s devising an organic desert retreat or a dramatic mountain home, Bowen Design Studio takes a hands-on approach throughout the construction process, making sure that the end result is exactly what the client envisioned.Lund Haus StudioFor a mountain home, Lund Haus Studio incorporated thoughtful organization solutions to enhance functionality and ease of living, as well as textures and materials inspired by the raw beauty of nature. Photo by Rebekah WestoverSalt Lake City, Utah–based Lund Haus Studio designs joyful homes that truly work. The firm focuses on functionality, adding creative storage solutions and crafting layouts optimized for family life. Principal designer and professional organizer Sam Lund draws on her background in psychology as she works with clients, helping them express their needs and visions for their homes, and the team boasts extensive experience with construction, allowing the firm to expertly manage projects from start to finish.Eider InteriorsA book-matched stone fireplace is a focal point in the living area of an Eider Interiors–designed contemporary home overlooking the Salt Lake City Valley. Photo by Christina Zolotaia PhotographyA clients’ story is at the heart of every space that Bluffdale, Utah–based Eider Interiors creates. Led by founder and principal designer Mallory Bouchard, the residential and commercial design studio is known for its contemporary interiors that balance modern details with elements of warmth and texture. Eider Interiors works on a wide range of projects, from a modern Miami apartment to a nature-inspired desert escape to a luxurious RV.The FlairhunterHigh on the ski runs of Park City, this custom bunk room was designed by The Flairhunter to comfortably accommodate adults and/or kids. Crafted from reclaimed barn wood, it features pops of color in the bedding and accessories to add an element of freshness and fun. Photo by Doug Burke; Styling by Jen PaulInterior design firm The Flairhunter isn’t afraid to make a statement, incorporating bold colors, unique elements, and eye-catching artwork. Founder Stephanie Hunt leads a team of ten across the firm’s outposts in Salt Lake City and Southern California, and the firm works on projects throughout the United States and globally. The Flairhunter balances custom furnishings with vintage pieces and adds energy and personality by mixing colors, patterns, and materials.DwellifyCheckered floors, butcher block countertops, and vintage finishes revived the kitchen of this 100-year-old home updated by Dwellify. Photo by Katie Griffith PhotographyDwellify streamlines the remodeling process, letting homeowners easily choose a design that fits their personal aesthetic and budget constraints. The company’s technology helps clients visualize their future spaces, and the process also includes virtual meetings with designers and Design Boxes of physical samples. The Salt Lake City–based company works remotely with clients across the country, pairing them with a remodel coordinator and a network of carefully vetted pros to help get the job done.Studio EckströmStudio Eckström revives the living room of a 1927 Spanish Colonial Revival in Omaha. Photo by Daniel Johnson PhotographyDesigners Mark and Mikal Eckstrom bring a sense of whimsy and fun to the interiors they create with their Omaha, Nebraska–based firm, Studio Eckström. Unique details abound in the firm’s projects, from fanciful ironwork to bold wall treatments to unexpected color palettes, and the team isn’t afraid to push clients out of their comfort zones. Studio Eckström relies on a trusted roster of artisans, gallerists, and dealers to help them make each home one of a kind.Trove HomesDrawing inspiration from the breathtaking lake views, Trove Home’s design for a Lake Quivira kitchen features a custom curved island leg—an homage to the natural, flowing beauty of the water. Photo by Nate Sheets PhotographyWith a portfolio full of dramatic before and afters, it’s obvious that Kansas City, Kansas–based firm Trove Homes knows how to completely reinvent a home to fit its clients’ personal styles. Co-owners Jessica and Nate White lead clients through every decision, ensuring that the finished space balances livability and sophistication. Whether tackling a renovation or starting from the ground up with a new build, the firm works in an array of aesthetics, from traditional to coastal.Emily Tucker DesignEmily Tucker Design updated a historic Denver Tudor for a young family, maintaining the history of the home while giving the furnishings a more youthful feel. Photo by David LauerBased in Boulder, Colorado, Emily Tucker Design is a full-service firm helping clients across the country create personalized and highly curated residences. Tucker and her team work in a variety of styles, from modern mountain homes to historical residences, adding unexpected touches, including bold color palettes, playful patterns, and dazzling art. The firm prides itself on designing livable spaces, so it’s no wonder it has become a go-to for families looking for stylish yet durable interiors. Emily Tucker Design works on projects of a variety of scopes, including gut renovations, full home design, and new construction.Nadia Watts Interior DesignNadia Watts Interior Design created a bold dining room in a Denver home. Katie Ridder’s Pagoda wallpaper inspired the room’s unexpected color palette. Photo by Emily Minton RedfieldDesigner Nadia Watts founded her eponymous Denver design firm in 2009, and since then she’s become known for her artful—and often colorful—approach to interiors. The great, great granddaughter of Louis Comfort Tiffany and a former assistant to a curator at The Metropolitan Museum of Art, Watts has a special appreciation for the decorative arts and is able to give her client’s collections of art and furnishings the showcase they deserve. In addition to working with clients across the country, Watts recently launched a fabric collection with Kravet and designed a jewel-inspired space for the 2024 Kips Bay Palm Beach Showhouse.Inside StoriesA custom fireplace with walnut panels is the focal point of an Aspen home by Inside Stories. A piece by artist Trevor Kiernander is on display alongside swivel chairs by A. Rudin and a leather ottoman by Lee Industries. Photo by Eric LuceroDenver’s Inside Stories combines the capabilities of a large design firm with the hands-on approach of a smaller studio, giving clients the best of both worlds. Led by designer Miranda Cullen, the company tackles projects of all scopes, from paint consultations to complete redesigns, as well as commercial and hospitality designs. For clients looking for white-glove service, Inside Stories has a Residential X team that handles luxury projects like new builds and full-home renovations. 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While they specialize in full-home renovations and new construction, Holmerg and her team work on residential and commercial projects across the country, tailoring the designs to each client, as well as the geographic and architectural settings.Margarita BravoFor a whole-home project in Denver’s LoHi district, Bravo drew inspiration from her client’s adventurous spirit and love of unique design, incorporating a mix of colors, patterns, and textures to create a sophisticated and dynamic space. Photo courtesy of Margarita BravoDesigner Margarita Bravo’s projects are as far-flung as her inspirations. Her eponymous firm is headquartered in Denver and has outposts in Miami, Montecito, Aspen, and Barcelona. Bringing in influences from European and Latin American design, Bravo masterfully mixes natural elements, streamlined furnishings, metallic accents, and delightful patterns in her projects, which range from mountain homes to beachfront condos. 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The firm works on projects across the country and internationally, each rooted in context, whether it’s a ski-in, ski-out mountain retreat or an Upper East Side apartment.Forum Phi Architecture and Interior DesignBlending seamlessly with its surroundings, this home by Forum Phi Architecture + Interior Design pairs rustic textures with modern lines—capturing the spirit of the landscape through thoughtful design. Photo by Dallas & Harris PhotographyForum Phi Architecture and Interior Design brings architecture, interior design, and land planning together under one roof, allowing the team to work collaboratively with clients on all aspects of a project. The resulting structures showcase the beauty of the natural world. 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Cross-disciplinary collaboration is at the heart of the firm’s process, and the team immerses itself in the site, ensuring that the final design is rooted in place.Vera Iconica ArchitectureVera Iconica Architecture was inspired by the Japanese concept of ma, or “the space between,” when designing this Shooting Star sanctuary at the base of the Jackson Hole Resort. A series of small view courtyards are carved out of the massing, giving moments for pause and reflection offset with views of woods, streams, and the majestic Tetons. Photo by Blok StudiosFor Vera Iconica Architecture, architecture and wellness go hand in hand. The firm’s evidence-based approach prioritizes the health and well-being of a client, resulting in spaces that feel restorative and connected to nature. The team finds inspiration in the landscape of the West, incorporating natural materials and sustainable building practices. With offices in Jackson, Wyoming; Denver, Colorado; and Park City, Utah, Vera Iconica Architecture designs globally, working on residential and hospitality projects from Hong Kong to South Dakota to Peru.Landscape ArchitectsStudio CampoStudio Campo devised a three-acre farm and homestead in Portland, Oregon, with stylist Emily Henderson. The property is complete with a seating area, plunge pool, raised beds, and a greenhouse workout facility. Photo by Kaitlin GreenLandscape architecture firm Studio Campo creates outdoor spaces that enhance the ecosystem and the lives of those who enjoy them. Led by founding principal Cali Pfaff, the firm has a naturalistic style and a focus on both placemaking and biodiversity, highlighting native species in its work. Based in Denver and Oregon’s Willamette Valley, Studio Campo works on a wide range of landscape projects, including gardens, public spaces, farms, and habitats.BuildersVitruvius BuiltVitruvius Built collaborated with designer Barclay Butera on a sophisticated Deer Valley mountain retreat that blends rustic charm with modern elegance. Photo by Cristina ZolotaiaFounded by Charles Ochello, Park City, Utah–based Vitruvius Built specializes in luxury construction, realizing even the most ambitious designs. The homes, located across the country, feature the highest quality materials and amenities such speakeasy-style golf suites, entertainment floors, and cozy bunk rooms. From a contemporary A-frame style residence to a mountain retreat made for entertaining, the homes in the firm’s portfolio showcase its ability to harness the latest technology to craft personal sanctuaries.Cadre General ContractorsEast Coast meets Colorado in this home constructed by Cadre General Contractors that blends traditional sophistication with a rich, Western aesthetic. Photo courtesy of Cadre General ContractorsCadre General Contractors has been building custom homes in Colorado for nearly 30 years and its decades of experience shows in its extensive portfolio. The contracting firm works in a wide range of styles from traditional to contemporary, collaborating closely with architects and designers to bring the overall vision to life. Cadre prides itself on its ability to execute ambitious designs while maintaining an exacting attention to detail and quality.The Jackson Home CompanyWithin a newly constructed home by The Jackson Home Company, the expansive great room, with its vaulted ceilings, exposed steel beams, and grand stone fireplace, is framed by floor-to-ceiling windows showcasing breathtaking views of the Teton Range. Photo by David AgnelloThe Jackson Home Company channels the rugged beauty of Jackson Hole, Wyoming, into striking mountain homes. In 2019, Brooklyn Home Company founders Bill Caleo, Lyndsay Caleo Karol, and Fitzhugh Karol expanded west to Wyoming, and since then the division has designed and built over 20 luxury single-family homes, including a 6,414-square-foot ski-in/ski-out home in Teton Village and an artful retreat nestled beside an Aspen grove. The firm prioritizes sustainability in its homes, incorporating elements like green roofs and locally sourced materials.APPLY NOWGrow your business with the AD PRO DirectoryArrowAre you looking for an interior decorator or designer to hire for your next project? Wherever you are, visit the AD PRO Directory to browse our list of AD-approved designers and find your match for a design consultation.
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  • ILM’s Audacious Start in an Empty Warehouse Began 50 Years Ago

    On this day in 1975, Industrial Light & Magic was officially signed into existence by George Lucas.
    By Lucas O. Seastrom
    ILM’s original crew for Star Wars: A New Hopeposes in the front lot of their original studio.
    50 years ago today on May 28, 1975, George Lucas signed a legal certificate issuing his formal shares of stock ownership in a new company: Industrial Light & Magic. It’s likely the founder affixed his signature without pomp or ceremony. There was too much to do. ILM, as it would come to be known for short, had less than two years to build a visual effects studio from scratch and create nearly 400 shots in a new space fantasy film called Star Wars.
    By that time in late May, Lucas had hired John Dykstra to supervise the film’s visual effects. The director had an audacious vision for creating dynamic images of spaceships dogfighting with each other. Lucas wanted the camera to move with the ships, as if the camera operators were up there to capture the action by hand. The idea broke many of the traditional rules in visual effects that typically required locked off cameras to allow for separate elements to be carefully blended together.
    Visual effects supervisor John Dykstra poses on the stage next to a TIE fighter miniature.
    John Dykstra was practically the only effects artist in Hollywood willing to buy into Lucas’s plans on the existing terms. He’d gained experience with the type of equipment that would be needed to realize the elaborate shots of custom-built miniatures. Dykstra was also a free thinker with a sense of adventure. There were only a handful of effects companies still operating, and none at a major studio. Most balked at the proposal, decrying its limited budget, tight schedule, and seemingly unattainable goals. So Dykstra was tasked with establishing a new operation.
    Lucas was a Northern Californian and planned to base the editorial side of post-production near his San Francisco Bay Area home. He wanted to do the same for visual effects. Dykstra argued otherwise, deciding to keep the new facility in Southern California where he had access to a network of talent and close proximity to third party film processing labs. So it was at some point in late May that Dykstra located and then leased a warehouse in Van Nuys, one of a number of towns that sprawled across the San Fernando Valley, a ways north of Hollywood proper, and conveniently removed from the overbearing presence of the established studios. 
    Located in an industrial park on Valjean Avenue, just a block from the south end of the Van Nuys Airport, ILM rented a building for a month from owner Bill Hanna. It was two stories, made largely of stacked cinder blocks, with a large asphalt lot in front. Inside were a handful of unfurnished offices and open warehouse space with high ceilings ideal for hanging lights. Early on, Dykstra would drive his motorcycle through the building, leaving skid marks on the floor. It was often oppressively hot, even more so once the tungsten film lights were switched on, and Dykstra initially planned to construct a pool onsite, but later compromised with a cold tub that could hold multiple people.
    The exterior of ILM’s original studio in Van Nuys, CA. An explosion on the surface of the Death Star is photograped in the foreground.
    “It just popped into my head,” Lucas would recall about the name “Industrial Light & Magic.” “We were sitting in an industrial park and using light to create magic. That’s what they were going to do.”
    Initially, Dykstra worked out of Lucasfilm’s offices in a bungalow on the Universal Studios lot, a few minutes drive from Van Nuys. Soon he’d moved to Valjean, working off the floor before furniture was acquired. He was busy recruiting. By early June, modelmakers Grant McCune and Bill and Jamie Shourt were hired, as were production manager Bob Shepherd, technician Jerry Greenwood, first cameraman Richard Edlund, electronics designer Al Miller, and machinists Richard Alexander and Don Trumbull. 
    As former Lucasfilm executive editor J.W. Rinzler would note in The Making of Star Wars, “They all knew one another and had worked together before.” They’d worked on feature films with Douglas Trumbull, or on commercials and other projects with Robert Abel and Associates. A later group would come from another commercial house, Cascade Pictures. Others came straight from universities where they’d studied everything from animation to industrial design. They brought with them aspects of the culture and methodology from these other places, together making something new and unique.
    Optical composite photography supervisor Robert Blalack’s Praxis Printer is loaded into the new ILM space.
    A view of one of ILM’s shooting stages in the rear of the original Van Nuys studio.

    Before anything else could happen, the Valjean warehouse needed to be converted into production space and workshops. Over six weeks into the summer, they first taped out sections and then constructed the designated areas themselves. On the first floor would be the optical and rotoscope departments, a model shop, machine shop, wood shop, two shooting stages in the rear, and production offices in the front. Upstairs would be home to the animation department, editorial, a screening room, and the art department.By July, optical composite photography supervisor Robert Blalack and animation and rotoscope supervisor Adam Beckett had been hired, as had a sound recordist and designer who would use ILM’s space as a sometime home base, Ben Burtt. By early August, artist Joe Johnston was setting up the art department. Within a few months, a dozen people were on board, many of them attracted to join the project out of admiration for George Lucas, whose American Graffitihad made waves upon its release two years before.

    The second floor art department, with storyboard and concept artist Joe Johnston working at a desk in the background as modelmaker Paul Huston looks on.
    Film control coordinator Mary Lind in the upstairs editorial department.

    The spaces were ready by mid-summer, but ILM’s work had only just begun. It would take them nearly a year to successfully design and construct an entire visual effects facility and workflow, including miniatures, motion-control camera systems, optical printers, animation cameras, and blue screens. “There’s a significant difference between coming up with a good idea and executing it,” Dykstra would say. ILM’s initial budget was roughly million. Although time was of the essence to build the various equipment, distributor 20th Century Fox was slow to provide any initial funds ahead of the main shoot, which would commence in the spring of 1976. So for much of its first year, ILM operated with George Lucas’s personal finances, thanks to the momentous commercial success of American Graffiti. Former ILM general manager Thomas G. Smith would explain in his 1986 book, The Art of Special Effects, how “Outside, it looked like all the other industrial-style buildings in the valley. Inside, it was staffed with very young technicians, some barely out of college, few over 30, some even under 20 years old…. The doors at ILM were open 24 hours a day; technicians and artists worked without regard to time clocks or job classifications. They were children of the ’60s, and many rebelled against authority figures and traditional work rules. There were no dress codes and no specified work hours; designers built models, and modelmakers ran cameras. But there was a strong esprit de corps and feeling of purpose in the building…. The involvement was with the cause rather than with the money; somehow the group felt they were a part of something really important.”
    John Dykstra inspects miniatures of X-wings, TIE fighters, and Y-wings.
    The first floor model shop in ILM’s original Van Nuys, CA studio.

    What this group was about to accomplish in less than two years was anything but certain that late spring of 1975. If anything, it was “a long shot,” as Dykstra himself would admit. “It was very, very hard to say specifically what was and what wasn’t going to work before we built it,” he told Cinefantastique in 1977. “So we just had to take a shot at it and all I could do was bluff it and say, ‘Oh yeah, everything’s gonna be fine!’”As would become the defining element of ILM’s success and endurance, it was the people who made all the difference. “It would be very hard to do Star Wars just by setting up an independent facility unless you had the personnel to do it,” Dykstra said. “The people who designed the equipment and constructed it made it all happen. Not only was it independent of studios but the people who were doing it are the best people in the industry right now.”
    What began quietly with a handful of people in a hot, mostly empty warehouse would ultimately do the impossible, not just in the sense of its accomplishments on screen or the resulting accolades, but in its ability to grow, adapt, and continue innovating time and again. That story continues today at the company’s studios around the world. Though ILM has long since outgrown its original warehouse, it still attracts the same intrepid, curious people who bring their passion for image-making and problem-solving to multiple art forms.
    Watch ILM’s new celebratory reel in honor of the company’s 50th anniversary:

    Lucas O. Seastrom is the editor of ILM.com and a contributing writer and historian for Lucasfilm.
    on the ILM.com Newsroom.
    Watch Light & Magic on Disney+.
    #ilms #audacious #start #empty #warehouse
    ILM’s Audacious Start in an Empty Warehouse Began 50 Years Ago
    On this day in 1975, Industrial Light & Magic was officially signed into existence by George Lucas. By Lucas O. Seastrom ILM’s original crew for Star Wars: A New Hopeposes in the front lot of their original studio. 50 years ago today on May 28, 1975, George Lucas signed a legal certificate issuing his formal shares of stock ownership in a new company: Industrial Light & Magic. It’s likely the founder affixed his signature without pomp or ceremony. There was too much to do. ILM, as it would come to be known for short, had less than two years to build a visual effects studio from scratch and create nearly 400 shots in a new space fantasy film called Star Wars. By that time in late May, Lucas had hired John Dykstra to supervise the film’s visual effects. The director had an audacious vision for creating dynamic images of spaceships dogfighting with each other. Lucas wanted the camera to move with the ships, as if the camera operators were up there to capture the action by hand. The idea broke many of the traditional rules in visual effects that typically required locked off cameras to allow for separate elements to be carefully blended together. Visual effects supervisor John Dykstra poses on the stage next to a TIE fighter miniature. John Dykstra was practically the only effects artist in Hollywood willing to buy into Lucas’s plans on the existing terms. He’d gained experience with the type of equipment that would be needed to realize the elaborate shots of custom-built miniatures. Dykstra was also a free thinker with a sense of adventure. There were only a handful of effects companies still operating, and none at a major studio. Most balked at the proposal, decrying its limited budget, tight schedule, and seemingly unattainable goals. So Dykstra was tasked with establishing a new operation. Lucas was a Northern Californian and planned to base the editorial side of post-production near his San Francisco Bay Area home. He wanted to do the same for visual effects. Dykstra argued otherwise, deciding to keep the new facility in Southern California where he had access to a network of talent and close proximity to third party film processing labs. So it was at some point in late May that Dykstra located and then leased a warehouse in Van Nuys, one of a number of towns that sprawled across the San Fernando Valley, a ways north of Hollywood proper, and conveniently removed from the overbearing presence of the established studios.  Located in an industrial park on Valjean Avenue, just a block from the south end of the Van Nuys Airport, ILM rented a building for a month from owner Bill Hanna. It was two stories, made largely of stacked cinder blocks, with a large asphalt lot in front. Inside were a handful of unfurnished offices and open warehouse space with high ceilings ideal for hanging lights. Early on, Dykstra would drive his motorcycle through the building, leaving skid marks on the floor. It was often oppressively hot, even more so once the tungsten film lights were switched on, and Dykstra initially planned to construct a pool onsite, but later compromised with a cold tub that could hold multiple people. The exterior of ILM’s original studio in Van Nuys, CA. An explosion on the surface of the Death Star is photograped in the foreground. “It just popped into my head,” Lucas would recall about the name “Industrial Light & Magic.” “We were sitting in an industrial park and using light to create magic. That’s what they were going to do.” Initially, Dykstra worked out of Lucasfilm’s offices in a bungalow on the Universal Studios lot, a few minutes drive from Van Nuys. Soon he’d moved to Valjean, working off the floor before furniture was acquired. He was busy recruiting. By early June, modelmakers Grant McCune and Bill and Jamie Shourt were hired, as were production manager Bob Shepherd, technician Jerry Greenwood, first cameraman Richard Edlund, electronics designer Al Miller, and machinists Richard Alexander and Don Trumbull.  As former Lucasfilm executive editor J.W. Rinzler would note in The Making of Star Wars, “They all knew one another and had worked together before.” They’d worked on feature films with Douglas Trumbull, or on commercials and other projects with Robert Abel and Associates. A later group would come from another commercial house, Cascade Pictures. Others came straight from universities where they’d studied everything from animation to industrial design. They brought with them aspects of the culture and methodology from these other places, together making something new and unique. Optical composite photography supervisor Robert Blalack’s Praxis Printer is loaded into the new ILM space. A view of one of ILM’s shooting stages in the rear of the original Van Nuys studio. Before anything else could happen, the Valjean warehouse needed to be converted into production space and workshops. Over six weeks into the summer, they first taped out sections and then constructed the designated areas themselves. On the first floor would be the optical and rotoscope departments, a model shop, machine shop, wood shop, two shooting stages in the rear, and production offices in the front. Upstairs would be home to the animation department, editorial, a screening room, and the art department.By July, optical composite photography supervisor Robert Blalack and animation and rotoscope supervisor Adam Beckett had been hired, as had a sound recordist and designer who would use ILM’s space as a sometime home base, Ben Burtt. By early August, artist Joe Johnston was setting up the art department. Within a few months, a dozen people were on board, many of them attracted to join the project out of admiration for George Lucas, whose American Graffitihad made waves upon its release two years before. The second floor art department, with storyboard and concept artist Joe Johnston working at a desk in the background as modelmaker Paul Huston looks on. Film control coordinator Mary Lind in the upstairs editorial department. The spaces were ready by mid-summer, but ILM’s work had only just begun. It would take them nearly a year to successfully design and construct an entire visual effects facility and workflow, including miniatures, motion-control camera systems, optical printers, animation cameras, and blue screens. “There’s a significant difference between coming up with a good idea and executing it,” Dykstra would say. ILM’s initial budget was roughly million. Although time was of the essence to build the various equipment, distributor 20th Century Fox was slow to provide any initial funds ahead of the main shoot, which would commence in the spring of 1976. So for much of its first year, ILM operated with George Lucas’s personal finances, thanks to the momentous commercial success of American Graffiti. Former ILM general manager Thomas G. Smith would explain in his 1986 book, The Art of Special Effects, how “Outside, it looked like all the other industrial-style buildings in the valley. Inside, it was staffed with very young technicians, some barely out of college, few over 30, some even under 20 years old…. The doors at ILM were open 24 hours a day; technicians and artists worked without regard to time clocks or job classifications. They were children of the ’60s, and many rebelled against authority figures and traditional work rules. There were no dress codes and no specified work hours; designers built models, and modelmakers ran cameras. But there was a strong esprit de corps and feeling of purpose in the building…. The involvement was with the cause rather than with the money; somehow the group felt they were a part of something really important.” John Dykstra inspects miniatures of X-wings, TIE fighters, and Y-wings. The first floor model shop in ILM’s original Van Nuys, CA studio. What this group was about to accomplish in less than two years was anything but certain that late spring of 1975. If anything, it was “a long shot,” as Dykstra himself would admit. “It was very, very hard to say specifically what was and what wasn’t going to work before we built it,” he told Cinefantastique in 1977. “So we just had to take a shot at it and all I could do was bluff it and say, ‘Oh yeah, everything’s gonna be fine!’”As would become the defining element of ILM’s success and endurance, it was the people who made all the difference. “It would be very hard to do Star Wars just by setting up an independent facility unless you had the personnel to do it,” Dykstra said. “The people who designed the equipment and constructed it made it all happen. Not only was it independent of studios but the people who were doing it are the best people in the industry right now.” What began quietly with a handful of people in a hot, mostly empty warehouse would ultimately do the impossible, not just in the sense of its accomplishments on screen or the resulting accolades, but in its ability to grow, adapt, and continue innovating time and again. That story continues today at the company’s studios around the world. Though ILM has long since outgrown its original warehouse, it still attracts the same intrepid, curious people who bring their passion for image-making and problem-solving to multiple art forms. Watch ILM’s new celebratory reel in honor of the company’s 50th anniversary: — Lucas O. Seastrom is the editor of ILM.com and a contributing writer and historian for Lucasfilm. on the ILM.com Newsroom. Watch Light & Magic on Disney+. #ilms #audacious #start #empty #warehouse
    ILM’s Audacious Start in an Empty Warehouse Began 50 Years Ago
    www.ilm.com
    On this day in 1975, Industrial Light & Magic was officially signed into existence by George Lucas. By Lucas O. Seastrom ILM’s original crew for Star Wars: A New Hope (1977) poses in the front lot of their original studio (Credit: ILM & Lucasfilm). 50 years ago today on May 28, 1975, George Lucas signed a legal certificate issuing his formal shares of stock ownership in a new company: Industrial Light & Magic. It’s likely the founder affixed his signature without pomp or ceremony. There was too much to do. ILM, as it would come to be known for short, had less than two years to build a visual effects studio from scratch and create nearly 400 shots in a new space fantasy film called Star Wars. By that time in late May, Lucas had hired John Dykstra to supervise the film’s visual effects. The director had an audacious vision for creating dynamic images of spaceships dogfighting with each other. Lucas wanted the camera to move with the ships, as if the camera operators were up there to capture the action by hand. The idea broke many of the traditional rules in visual effects that typically required locked off cameras to allow for separate elements to be carefully blended together. Visual effects supervisor John Dykstra poses on the stage next to a TIE fighter miniature (Credit: ILM & Lucasfilm). John Dykstra was practically the only effects artist in Hollywood willing to buy into Lucas’s plans on the existing terms. He’d gained experience with the type of equipment that would be needed to realize the elaborate shots of custom-built miniatures. Dykstra was also a free thinker with a sense of adventure. There were only a handful of effects companies still operating, and none at a major studio. Most balked at the proposal, decrying its limited budget, tight schedule, and seemingly unattainable goals. So Dykstra was tasked with establishing a new operation. Lucas was a Northern Californian and planned to base the editorial side of post-production near his San Francisco Bay Area home. He wanted to do the same for visual effects. Dykstra argued otherwise, deciding to keep the new facility in Southern California where he had access to a network of talent and close proximity to third party film processing labs. So it was at some point in late May that Dykstra located and then leased a warehouse in Van Nuys, one of a number of towns that sprawled across the San Fernando Valley, a ways north of Hollywood proper, and conveniently removed from the overbearing presence of the established studios.  Located in an industrial park on Valjean Avenue, just a block from the south end of the Van Nuys Airport, ILM rented a building for $2,300 a month from owner Bill Hanna. It was two stories, made largely of stacked cinder blocks, with a large asphalt lot in front. Inside were a handful of unfurnished offices and open warehouse space with high ceilings ideal for hanging lights. Early on, Dykstra would drive his motorcycle through the building, leaving skid marks on the floor. It was often oppressively hot, even more so once the tungsten film lights were switched on, and Dykstra initially planned to construct a pool onsite, but later compromised with a cold tub that could hold multiple people. The exterior of ILM’s original studio in Van Nuys, CA. An explosion on the surface of the Death Star is photograped in the foreground (Credit: ILM & Lucasfilm). “It just popped into my head,” Lucas would recall about the name “Industrial Light & Magic.” “We were sitting in an industrial park and using light to create magic. That’s what they were going to do.” Initially, Dykstra worked out of Lucasfilm’s offices in a bungalow on the Universal Studios lot, a few minutes drive from Van Nuys. Soon he’d moved to Valjean, working off the floor before furniture was acquired. He was busy recruiting. By early June, modelmakers Grant McCune and Bill and Jamie Shourt were hired, as were production manager Bob Shepherd, technician Jerry Greenwood, first cameraman Richard Edlund, electronics designer Al Miller, and machinists Richard Alexander and Don Trumbull.  As former Lucasfilm executive editor J.W. Rinzler would note in The Making of Star Wars, “They all knew one another and had worked together before.” They’d worked on feature films with Douglas Trumbull (son of Don), or on commercials and other projects with Robert Abel and Associates. A later group would come from another commercial house, Cascade Pictures. Others came straight from universities where they’d studied everything from animation to industrial design. They brought with them aspects of the culture and methodology from these other places, together making something new and unique. Optical composite photography supervisor Robert Blalack’s Praxis Printer is loaded into the new ILM space (Credit: ILM & Lucasfilm). A view of one of ILM’s shooting stages in the rear of the original Van Nuys studio (Credit: ILM & Lucasfilm). Before anything else could happen, the Valjean warehouse needed to be converted into production space and workshops. Over six weeks into the summer, they first taped out sections and then constructed the designated areas themselves. On the first floor would be the optical and rotoscope departments, a model shop, machine shop, wood shop, two shooting stages in the rear, and production offices in the front. Upstairs would be home to the animation department, editorial, a screening room, and the art department.By July, optical composite photography supervisor Robert Blalack and animation and rotoscope supervisor Adam Beckett had been hired, as had a sound recordist and designer who would use ILM’s space as a sometime home base, Ben Burtt. By early August, artist Joe Johnston was setting up the art department (concept artists Colin Cantwell and Ralph McQuarrie had started much earlier, but each worked from home). Within a few months, a dozen people were on board, many of them attracted to join the project out of admiration for George Lucas, whose American Graffiti (1973) had made waves upon its release two years before. The second floor art department, with storyboard and concept artist Joe Johnston working at a desk in the background as modelmaker Paul Huston looks on (Credit: ILM & Lucasfilm). Film control coordinator Mary Lind in the upstairs editorial department (Credit: ILM & Lucasfilm). The spaces were ready by mid-summer, but ILM’s work had only just begun. It would take them nearly a year to successfully design and construct an entire visual effects facility and workflow, including miniatures, motion-control camera systems, optical printers, animation cameras, and blue screens. “There’s a significant difference between coming up with a good idea and executing it,” Dykstra would say. ILM’s initial budget was roughly $1.2 million. Although time was of the essence to build the various equipment, distributor 20th Century Fox was slow to provide any initial funds ahead of the main shoot, which would commence in the spring of 1976. So for much of its first year, ILM operated with George Lucas’s personal finances, thanks to the momentous commercial success of American Graffiti. Former ILM general manager Thomas G. Smith would explain in his 1986 book, The Art of Special Effects, how “Outside, it looked like all the other industrial-style buildings in the valley. Inside, it was staffed with very young technicians, some barely out of college, few over 30, some even under 20 years old…. The doors at ILM were open 24 hours a day; technicians and artists worked without regard to time clocks or job classifications. They were children of the ’60s, and many rebelled against authority figures and traditional work rules. There were no dress codes and no specified work hours; designers built models, and modelmakers ran cameras. But there was a strong esprit de corps and feeling of purpose in the building…. The involvement was with the cause rather than with the money; somehow the group felt they were a part of something really important.” John Dykstra inspects miniatures of X-wings, TIE fighters, and Y-wings (Credit: ILM & Lucasfilm). The first floor model shop in ILM’s original Van Nuys, CA studio (Credit: ILM & Lucasfilm). What this group was about to accomplish in less than two years was anything but certain that late spring of 1975. If anything, it was “a long shot,” as Dykstra himself would admit. “It was very, very hard to say specifically what was and what wasn’t going to work before we built it,” he told Cinefantastique in 1977. “So we just had to take a shot at it and all I could do was bluff it and say, ‘Oh yeah, everything’s gonna be fine!’”As would become the defining element of ILM’s success and endurance, it was the people who made all the difference. “It would be very hard to do Star Wars just by setting up an independent facility unless you had the personnel to do it,” Dykstra said. “The people who designed the equipment and constructed it made it all happen. Not only was it independent of studios but the people who were doing it are the best people in the industry right now.” What began quietly with a handful of people in a hot, mostly empty warehouse would ultimately do the impossible, not just in the sense of its accomplishments on screen or the resulting accolades, but in its ability to grow, adapt, and continue innovating time and again. That story continues today at the company’s studios around the world. Though ILM has long since outgrown its original warehouse, it still attracts the same intrepid, curious people who bring their passion for image-making and problem-solving to multiple art forms. Watch ILM’s new celebratory reel in honor of the company’s 50th anniversary: — Lucas O. Seastrom is the editor of ILM.com and a contributing writer and historian for Lucasfilm. Read more on the ILM.com Newsroom. Watch Light & Magic on Disney+.
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  • 18-Million-Year-Old Megalodon Teeth Reveal the Predator's Surprising Diet

    Comparison of a megalodon tooth and a great white shark tooth, not associated with the study.NewsletterSign up for our email newsletter for the latest science newsMegalodon teeth have always been key to understanding the ancient marine predator. Fossilized teeth are all that remain to prove the existence of these massive sharks, and the name megalodon is from the Greek for “big tooth.”A new study, published in Earth and Planetary Science Letters, highlights the importance of the megalodon’s human-hand-sized teeth once again. Thanks to extracting and analyzing the traces of zinc left in the fossilized teeth, researchers now know that the megalodon’s diet was much broader than scientists once believed.“Megalodon was by all means flexible enough to feed on marine mammals and large fish, from the top of the food pyramid as well as lower levels – depending on availability,” said Jeremy McCormack from the Department of Geosciences at Goethe University, in a press release.What Did the Megalodon Eat?Clocking in at 78 feet in length and weighing about twice as much as a semi truck, the megalodon was a big fish with a big appetite. It is suggested that a member of the Otodus shark family would require about 100,000 kilocalories per day to survive. Due to this extreme number, scientists have often assumed that the megalodon’s main source of calories came from whales.This new study suggests that whales were not the only item on the megalodon’s daily menu and that these sharks were actually quite adaptable when it came to their food. The research team analyzed 18-million-year-old giant teeth that came from two fossil deposits in Sigmaringen and Passau. What they were looking for was the presence of zinc-66 and zinc-64, two isotopes commonly ingested with food. Typically, the higher up in a food pyramid an animal is, the lower the presence of zinc. As they are oftentimes at the top of the food chain, species such as Otodus megalodon and Otodus chubutensis have a low ratio of zinc-66 to zinc-64 compared to species lower on the food chain.“Sea bream, which fed on mussels, snails, and crustaceans, formed the lowest level of the food chain we studied,” said McCormack in the press release. “Smaller shark species such as requiem sharks and ancestors of today’s cetaceans, dolphins, and whales, were next. Larger sharks, such as sand tiger sharks, were further up the food pyramid, and at the top were giant sharks like Araloselachus cuspidatus and the Otodus sharks, which include megalodon.”Surprisingly, the zinc levels in the megalodon teeth weren’t always that different from the zinc levels in species lower down the food chain. This result means that the commonly held scientific belief that megalodons focused their attention on eating large marine mammals may be incorrect. Instead, McCormack refers to the megalodon as an “ecologically versatile generalist” that adapted to environmental and regional constraints that changed the availability and variety of their prey.A New Method in Teeth TestingUsing the zinc content of fossilized teeth is a relatively new method of analysis, and the research team working on the megalodon couldn’t be happier with their results. The methods used in this study have not only been used for prehistoric shark and whale species but also modern-day shark species, and have even been used on herbivorous prehistoric rhinoceroses.Overall, these new methods have begun to rewrite the history of megalodon’s eating habits and may help to explain more about why these giants of the food chain went extinct. “gives us important insights into how the marine communities have changed over geologic time, but more importantly the fact that even ‘supercarnivores’ are not immune to extinction,” said Kenshu Shimada, a paleobiologist at DePaul University and a coauthor of this study, in the press release.Article SourcesOur writers at Discovermagazine.com use peer-reviewed studies and high-quality sources for our articles, and our editors review for scientific accuracy and editorial standards. Review the sources used below for this article:Earth and Planetary Science Letters. Miocene marine vertebrate trophic ecology reveals megatooth sharks as opportunistic supercarnivoresAs the marketing coordinator at Discover Magazine, Stephanie Edwards interacts with readers across Discover's social media channels and writes digital content. Offline, she is a contract lecturer in English & Cultural Studies at Lakehead University, teaching courses on everything from professional communication to Taylor Swift, and received her graduate degrees in the same department from McMaster University. You can find more of her science writing in Lab Manager and her short fiction in anthologies and literary magazine across the horror genre.1 free article leftWant More? Get unlimited access for as low as /monthSubscribeAlready a subscriber?Register or Log In1 free articleSubscribeWant more?Keep reading for as low as !SubscribeAlready a subscriber?Register or Log In
    #18millionyearold #megalodon #teeth #reveal #predator039s
    18-Million-Year-Old Megalodon Teeth Reveal the Predator's Surprising Diet
    Comparison of a megalodon tooth and a great white shark tooth, not associated with the study.NewsletterSign up for our email newsletter for the latest science newsMegalodon teeth have always been key to understanding the ancient marine predator. Fossilized teeth are all that remain to prove the existence of these massive sharks, and the name megalodon is from the Greek for “big tooth.”A new study, published in Earth and Planetary Science Letters, highlights the importance of the megalodon’s human-hand-sized teeth once again. Thanks to extracting and analyzing the traces of zinc left in the fossilized teeth, researchers now know that the megalodon’s diet was much broader than scientists once believed.“Megalodon was by all means flexible enough to feed on marine mammals and large fish, from the top of the food pyramid as well as lower levels – depending on availability,” said Jeremy McCormack from the Department of Geosciences at Goethe University, in a press release.What Did the Megalodon Eat?Clocking in at 78 feet in length and weighing about twice as much as a semi truck, the megalodon was a big fish with a big appetite. It is suggested that a member of the Otodus shark family would require about 100,000 kilocalories per day to survive. Due to this extreme number, scientists have often assumed that the megalodon’s main source of calories came from whales.This new study suggests that whales were not the only item on the megalodon’s daily menu and that these sharks were actually quite adaptable when it came to their food. The research team analyzed 18-million-year-old giant teeth that came from two fossil deposits in Sigmaringen and Passau. What they were looking for was the presence of zinc-66 and zinc-64, two isotopes commonly ingested with food. Typically, the higher up in a food pyramid an animal is, the lower the presence of zinc. As they are oftentimes at the top of the food chain, species such as Otodus megalodon and Otodus chubutensis have a low ratio of zinc-66 to zinc-64 compared to species lower on the food chain.“Sea bream, which fed on mussels, snails, and crustaceans, formed the lowest level of the food chain we studied,” said McCormack in the press release. “Smaller shark species such as requiem sharks and ancestors of today’s cetaceans, dolphins, and whales, were next. Larger sharks, such as sand tiger sharks, were further up the food pyramid, and at the top were giant sharks like Araloselachus cuspidatus and the Otodus sharks, which include megalodon.”Surprisingly, the zinc levels in the megalodon teeth weren’t always that different from the zinc levels in species lower down the food chain. This result means that the commonly held scientific belief that megalodons focused their attention on eating large marine mammals may be incorrect. Instead, McCormack refers to the megalodon as an “ecologically versatile generalist” that adapted to environmental and regional constraints that changed the availability and variety of their prey.A New Method in Teeth TestingUsing the zinc content of fossilized teeth is a relatively new method of analysis, and the research team working on the megalodon couldn’t be happier with their results. The methods used in this study have not only been used for prehistoric shark and whale species but also modern-day shark species, and have even been used on herbivorous prehistoric rhinoceroses.Overall, these new methods have begun to rewrite the history of megalodon’s eating habits and may help to explain more about why these giants of the food chain went extinct. “gives us important insights into how the marine communities have changed over geologic time, but more importantly the fact that even ‘supercarnivores’ are not immune to extinction,” said Kenshu Shimada, a paleobiologist at DePaul University and a coauthor of this study, in the press release.Article SourcesOur writers at Discovermagazine.com use peer-reviewed studies and high-quality sources for our articles, and our editors review for scientific accuracy and editorial standards. Review the sources used below for this article:Earth and Planetary Science Letters. Miocene marine vertebrate trophic ecology reveals megatooth sharks as opportunistic supercarnivoresAs the marketing coordinator at Discover Magazine, Stephanie Edwards interacts with readers across Discover's social media channels and writes digital content. Offline, she is a contract lecturer in English & Cultural Studies at Lakehead University, teaching courses on everything from professional communication to Taylor Swift, and received her graduate degrees in the same department from McMaster University. You can find more of her science writing in Lab Manager and her short fiction in anthologies and literary magazine across the horror genre.1 free article leftWant More? Get unlimited access for as low as /monthSubscribeAlready a subscriber?Register or Log In1 free articleSubscribeWant more?Keep reading for as low as !SubscribeAlready a subscriber?Register or Log In #18millionyearold #megalodon #teeth #reveal #predator039s
    18-Million-Year-Old Megalodon Teeth Reveal the Predator's Surprising Diet
    www.discovermagazine.com
    Comparison of a megalodon tooth and a great white shark tooth, not associated with the study. (Image Credit: Mark_Kostich/Shutterstock) NewsletterSign up for our email newsletter for the latest science newsMegalodon teeth have always been key to understanding the ancient marine predator. Fossilized teeth are all that remain to prove the existence of these massive sharks, and the name megalodon is from the Greek for “big tooth.”A new study, published in Earth and Planetary Science Letters, highlights the importance of the megalodon’s human-hand-sized teeth once again. Thanks to extracting and analyzing the traces of zinc left in the fossilized teeth, researchers now know that the megalodon’s diet was much broader than scientists once believed.“Megalodon was by all means flexible enough to feed on marine mammals and large fish, from the top of the food pyramid as well as lower levels – depending on availability,” said Jeremy McCormack from the Department of Geosciences at Goethe University, in a press release.What Did the Megalodon Eat?Clocking in at 78 feet in length and weighing about twice as much as a semi truck, the megalodon was a big fish with a big appetite. It is suggested that a member of the Otodus shark family would require about 100,000 kilocalories per day to survive. Due to this extreme number, scientists have often assumed that the megalodon’s main source of calories came from whales.This new study suggests that whales were not the only item on the megalodon’s daily menu and that these sharks were actually quite adaptable when it came to their food. The research team analyzed 18-million-year-old giant teeth that came from two fossil deposits in Sigmaringen and Passau. What they were looking for was the presence of zinc-66 and zinc-64, two isotopes commonly ingested with food. Typically, the higher up in a food pyramid an animal is, the lower the presence of zinc. As they are oftentimes at the top of the food chain, species such as Otodus megalodon and Otodus chubutensis have a low ratio of zinc-66 to zinc-64 compared to species lower on the food chain.“Sea bream, which fed on mussels, snails, and crustaceans, formed the lowest level of the food chain we studied,” said McCormack in the press release. “Smaller shark species such as requiem sharks and ancestors of today’s cetaceans, dolphins, and whales, were next. Larger sharks, such as sand tiger sharks, were further up the food pyramid, and at the top were giant sharks like Araloselachus cuspidatus and the Otodus sharks, which include megalodon.”Surprisingly, the zinc levels in the megalodon teeth weren’t always that different from the zinc levels in species lower down the food chain. This result means that the commonly held scientific belief that megalodons focused their attention on eating large marine mammals may be incorrect. Instead, McCormack refers to the megalodon as an “ecologically versatile generalist” that adapted to environmental and regional constraints that changed the availability and variety of their prey.A New Method in Teeth TestingUsing the zinc content of fossilized teeth is a relatively new method of analysis, and the research team working on the megalodon couldn’t be happier with their results. The methods used in this study have not only been used for prehistoric shark and whale species but also modern-day shark species, and have even been used on herbivorous prehistoric rhinoceroses.Overall, these new methods have begun to rewrite the history of megalodon’s eating habits and may help to explain more about why these giants of the food chain went extinct. “[Determining zinc isotope ratios] gives us important insights into how the marine communities have changed over geologic time, but more importantly the fact that even ‘supercarnivores’ are not immune to extinction,” said Kenshu Shimada, a paleobiologist at DePaul University and a coauthor of this study, in the press release.Article SourcesOur writers at Discovermagazine.com use peer-reviewed studies and high-quality sources for our articles, and our editors review for scientific accuracy and editorial standards. Review the sources used below for this article:Earth and Planetary Science Letters. Miocene marine vertebrate trophic ecology reveals megatooth sharks as opportunistic supercarnivoresAs the marketing coordinator at Discover Magazine, Stephanie Edwards interacts with readers across Discover's social media channels and writes digital content. Offline, she is a contract lecturer in English & Cultural Studies at Lakehead University, teaching courses on everything from professional communication to Taylor Swift, and received her graduate degrees in the same department from McMaster University. You can find more of her science writing in Lab Manager and her short fiction in anthologies and literary magazine across the horror genre.1 free article leftWant More? Get unlimited access for as low as $1.99/monthSubscribeAlready a subscriber?Register or Log In1 free articleSubscribeWant more?Keep reading for as low as $1.99!SubscribeAlready a subscriber?Register or Log In
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