fxpodcast: Union VFX’s work on Black Mirror Season 7 – USS Callister
In this episode of the fxpodcast, we speak with David Schneider, senior DFX supervisor, and Jane Hayen, 2D supervisor from Union VFX, to discuss their extensive visual effects work on the USS Callister episode for Black Mirror season 7. From spacecraft interiors to stylised teleportation and frenetic dogfights in deep space, the duo outlined how their team brought The USS Callister back with upgraded tech, intricate referencing to the original episode, and a keen eye for the audience’s expectations.
In addition to the audio podcast, we’ve been creating YouTube videos of many of our fxpodcast episodes and this one is available in video form as well.
Returning to the world of Black Mirror’s iconic “USS Callister,” the latest Season 7 installment pushes visual storytelling into new territory. With over 215 shots, 50 of which are fully CGI. Union VFX stepped in to bring the pixel-perfect dystopia to life. The episode features some of the studio’s most ambitious work to date, blending nostalgic retro-futurism with cutting-edge CG in a cinematic-scale production that feels more like a feature film than episodic television.
Referencing the Original While Evolving the Visual Language
One of the standout aspects of Union VFX’s approach was the conscious effort to bridge the look and feel of the original Season 4 Callister episode while modernising its visual language. “We were always referencing back,” said Hayen. “Even small things like lens flares had to match. The original had a slightly vintage aesthetic; this one leaned more into a stylised video game feel.”
With Framestore having crafted the original ship assets, Union VFX inherited and upgraded these elements. “We reused the Calister’s CG model and textures from Framestore,” Schneider explained. “But a big chunk of our work was new, especially around the ‘Heart of Infinity,’ which didn’t exist before and needed to evolve into something iconic.”
Building the Heart of Infinity and Space Combat
At the narrativecore of the episode is the Heart of Infinity, a massive, ominous space structure concealing a digital ghost. Union VFX collaborated closely with director Toby Haynes and Black Mirror creator Charlie Brooker on its concept. The final asset, which is a gyroscopic megastructure secretly built from computer parts, underwent several iterations.
“You only really notice it’s made of CPUs and circuit boards when you get close,” said Schneider. “We had three levels of detail, from wide establishing shots down to intense dogfighting sequences, where you see ships weaving through CPU rings.” Previsualization played a key role but the sequences still remained fluid. “Charlie and Toby are very iterative,” Schneider noted. “Some previs translated straight to screen. Other scenes evolved considerably, especially once the action choreography changed.”
LED Walls, Cockpits, and Interactive Light
Set lighting was another carefully managed component, especially for cockpit shots. “The bridge had a large LED wall behind the viewport,” Hayen said. Union VFX contributed pre-rendered loops of space backdrops, hyperspace tunnels, and planets, offering real-time interactivity for both lighting and actor eyelines. “Those LED plates ended up as final pixels in many shots,” Schneider added. “But where designs weren’t finalized, we reverted to green screens and post-comp.” To sell realism, cockpit sets were built practically with motion rigs and rotating light arms. “You really see the lighting interact with the cast’s faces,” said Hayen. “That kind of contact lighting sells it far better than trying to fake everything in post.”
Controlling the LED wall with an iPAD
Stylized Teleportation and Video Game Visuals
The entire show leans heavily into video game aesthetics, not just in narrative but also in design. “The teleporting effect was intentionally layered,” said Schneider. “We started with chunky voxel blocks building up, refining into wireframe, then finally resolving into the real actor’s plate.” That low-to-high-res visual progression mimics game asset loading and nods to gaming history, a detail the team enjoyed threading through. In space battles, color-coded neon strips on ships offered a “Tron-meets-retro” visual shorthand. “You always knew which character was flying which ship,” said Hayen. “It really helped storytelling.”
Tools of the Trade
Union’s 3D pipeline ran on Arnold, with compositing handled in Nuke. “We leaned heavily on Optical Flares for all the over-the-top lensing,” said Hayen. “It’s a compositor’s dream.” While The Foundry’s CopyCat machine learning tool is gaining traction for rotoscoping and cleanup, it was used minimally here. “We’ve used it on other shows,” said Schneider. “But USS Callister needed more bespoke solutions.”
High Expectations, Met With Precision
Following the acclaimed first Black Mirror episode, Union VFX was keenly aware of the scrutiny this sequel would attract. “Framestore’s work was brilliant,” said Schneider. “We had to meet, if not exceed, the visual standard they set—especially with tech evolving in the years since.” Fortunately, the combination of intricate design, strong creative collaboration, and technical precision delivered an episode that both honours its predecessor and pushes the story forward. “It was a real joy to work on,” said Hayen. “And yes, a bit of a dream job too.”
#fxpodcast #union #vfxs #work #black
fxpodcast: Union VFX’s work on Black Mirror Season 7 – USS Callister
In this episode of the fxpodcast, we speak with David Schneider, senior DFX supervisor, and Jane Hayen, 2D supervisor from Union VFX, to discuss their extensive visual effects work on the USS Callister episode for Black Mirror season 7. From spacecraft interiors to stylised teleportation and frenetic dogfights in deep space, the duo outlined how their team brought The USS Callister back with upgraded tech, intricate referencing to the original episode, and a keen eye for the audience’s expectations.
In addition to the audio podcast, we’ve been creating YouTube videos of many of our fxpodcast episodes and this one is available in video form as well.
Returning to the world of Black Mirror’s iconic “USS Callister,” the latest Season 7 installment pushes visual storytelling into new territory. With over 215 shots, 50 of which are fully CGI. Union VFX stepped in to bring the pixel-perfect dystopia to life. The episode features some of the studio’s most ambitious work to date, blending nostalgic retro-futurism with cutting-edge CG in a cinematic-scale production that feels more like a feature film than episodic television.
Referencing the Original While Evolving the Visual Language
One of the standout aspects of Union VFX’s approach was the conscious effort to bridge the look and feel of the original Season 4 Callister episode while modernising its visual language. “We were always referencing back,” said Hayen. “Even small things like lens flares had to match. The original had a slightly vintage aesthetic; this one leaned more into a stylised video game feel.”
With Framestore having crafted the original ship assets, Union VFX inherited and upgraded these elements. “We reused the Calister’s CG model and textures from Framestore,” Schneider explained. “But a big chunk of our work was new, especially around the ‘Heart of Infinity,’ which didn’t exist before and needed to evolve into something iconic.”
Building the Heart of Infinity and Space Combat
At the narrativecore of the episode is the Heart of Infinity, a massive, ominous space structure concealing a digital ghost. Union VFX collaborated closely with director Toby Haynes and Black Mirror creator Charlie Brooker on its concept. The final asset, which is a gyroscopic megastructure secretly built from computer parts, underwent several iterations.
“You only really notice it’s made of CPUs and circuit boards when you get close,” said Schneider. “We had three levels of detail, from wide establishing shots down to intense dogfighting sequences, where you see ships weaving through CPU rings.” Previsualization played a key role but the sequences still remained fluid. “Charlie and Toby are very iterative,” Schneider noted. “Some previs translated straight to screen. Other scenes evolved considerably, especially once the action choreography changed.”
LED Walls, Cockpits, and Interactive Light
Set lighting was another carefully managed component, especially for cockpit shots. “The bridge had a large LED wall behind the viewport,” Hayen said. Union VFX contributed pre-rendered loops of space backdrops, hyperspace tunnels, and planets, offering real-time interactivity for both lighting and actor eyelines. “Those LED plates ended up as final pixels in many shots,” Schneider added. “But where designs weren’t finalized, we reverted to green screens and post-comp.” To sell realism, cockpit sets were built practically with motion rigs and rotating light arms. “You really see the lighting interact with the cast’s faces,” said Hayen. “That kind of contact lighting sells it far better than trying to fake everything in post.”
Controlling the LED wall with an iPAD
Stylized Teleportation and Video Game Visuals
The entire show leans heavily into video game aesthetics, not just in narrative but also in design. “The teleporting effect was intentionally layered,” said Schneider. “We started with chunky voxel blocks building up, refining into wireframe, then finally resolving into the real actor’s plate.” That low-to-high-res visual progression mimics game asset loading and nods to gaming history, a detail the team enjoyed threading through. In space battles, color-coded neon strips on ships offered a “Tron-meets-retro” visual shorthand. “You always knew which character was flying which ship,” said Hayen. “It really helped storytelling.”
Tools of the Trade
Union’s 3D pipeline ran on Arnold, with compositing handled in Nuke. “We leaned heavily on Optical Flares for all the over-the-top lensing,” said Hayen. “It’s a compositor’s dream.” While The Foundry’s CopyCat machine learning tool is gaining traction for rotoscoping and cleanup, it was used minimally here. “We’ve used it on other shows,” said Schneider. “But USS Callister needed more bespoke solutions.”
High Expectations, Met With Precision
Following the acclaimed first Black Mirror episode, Union VFX was keenly aware of the scrutiny this sequel would attract. “Framestore’s work was brilliant,” said Schneider. “We had to meet, if not exceed, the visual standard they set—especially with tech evolving in the years since.” Fortunately, the combination of intricate design, strong creative collaboration, and technical precision delivered an episode that both honours its predecessor and pushes the story forward. “It was a real joy to work on,” said Hayen. “And yes, a bit of a dream job too.”
#fxpodcast #union #vfxs #work #black