• 8 Sage Green Color Palettes You’ve Got to Experience

    8 Sage Green Color Palettes You’ve Got to Experience

    In this article:See more ▼Post may contain affiliate links which give us commissions at no cost to you.There’s something undeniably calming about sage green that makes it one of my absolute favorite colors to work with as a designer. This muted, earthy hue has this incredible ability to ground a space while still feeling fresh and contemporary. Whether you’re working on a branding project, designing an interior space, or creating digital content, sage green offers a versatility that few colors can match.
    What I love most about sage green is how it bridges the gap between trendy and timeless. It’s not going anywhere anytime soon, and honestly, I don’t think it ever should. This sophisticated color has been quietly revolutionizing design palettes across every industry, and today I’m excited to share eight of my favorite sage green color combinations that will elevate your next project.
    Psst... Did you know you can get unlimited downloads of 59,000+ fonts and millions of other creative assets for just /mo? Learn more »The 8 Most Inspiring Sage Green Color Palettes
    1. Garden Fresh

    #D2E5C4

    #B2C69E

    #95B07B

    #79955D

    #5A743C

    Download this color palette

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    This monochromatic sage palette is pure perfection for anyone wanting to create depth without complexity. I use this combination constantly in botanical-themed projects because it captures every shade of green you’d find in a thriving garden. The progression from light to dark creates natural hierarchy, making it incredibly functional for both print and digital work.
    2. Misty Morning

    #BDC9BB

    #ACBAA1

    #B2C1A2

    #A4B1A0

    #ADC3B7

    Download this color palette

    735×1102
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    2160×3840
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    When I need something soft and ethereal, this is my go-to palette. These gentle sage tones remind me of early morning fog rolling over hills. It’s perfect for wellness brands, spa environments, or any project that needs to evoke tranquility and peace. The subtle variations create interest without ever feeling overwhelming.
    3. Harvest Moon

    #9AAB89

    #647056

    #D6C388

    #F8C565

    Download this color palette

    735×1102
    Pinterest image

    2160×3840
    Vertical wallpaper

    900×900
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    4K Wallpaper

    Get 300+ Fonts for FREEEnter your email to download our 100% free "Font Lover's Bundle". For commercial & personal use. No royalties. No fees. No attribution. 100% free to use anywhere.

    The combination of sage green with warm golds creates magic every single time. This palette captures that perfect autumn moment when the light hits everything just right. I love using this for brands that want to feel both grounded and optimistic – it’s earthy sophistication with a sunny disposition.
    4. Moody Botanical

    #4D5D42

    #6A894B

    #8DA67E

    #9B999A

    #C6B5DF

    Download this color palette

    735×1102
    Pinterest image

    2160×3840
    Vertical wallpaper

    900×900
    Square

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    For projects that need a bit more drama, this palette delivers beautifully. The deeper sage tones paired with that unexpected lavender create intrigue without losing the calming essence of green. I find this combination works wonderfully for upscale restaurants or luxury lifestyle brands that want to feel approachable yet refined.
    5. Countryside Charm

    #A3AC9A

    #8A9A5B

    #93A395

    #748B74

    #827D67

    Download this color palette

    735×1102
    Pinterest image

    2160×3840
    Vertical wallpaper

    900×900
    Square

    3840×2160
    4K Wallpaper

    This palette feels like a walk through the English countryside – all rolling hills and weathered stone walls. The mix of sage greens with those earthy undertones creates incredible depth. I use this combination for projects that need to feel established and trustworthy, like financial services or heritage brands.
    6. Industrial Farmhouse Zen

    #CED3D2

    #3F5054

    #6F675E

    #9CAB86

    #C8CAB5

    Download this color palette

    735×1102
    Pinterest image

    2160×3840
    Vertical wallpaper

    900×900
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    4K Wallpaper

    The marriage of sage green with industrial grays might seem unexpected, but it creates this incredibly sophisticated modern aesthetic. This palette is perfect for tech companies or architectural firms that want to feel innovative yet grounded. The sage adds warmth to what could otherwise be cold, sterile colors.
    7. Desert Sage

    #9AAB89

    #B2AC88

    #A06464

    #8C909C

    #C9AD99

    Download this color palette

    735×1102
    Pinterest image

    2160×3840
    Vertical wallpaper

    900×900
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    4K Wallpaper

    Inspired by the American Southwest, this palette combines sage with dusty terra cottas and warm beiges. There’s something so comforting about these colors together – they feel like sunset in the desert. I love using this for hospitality brands or any project that wants to evoke adventure and warmth.
    8. Forest Floor

    #B2C69E

    #ACB6A6

    #5B7553

    #745000

    #462800

    Download this color palette

    735×1102
    Pinterest image

    2160×3840
    Vertical wallpaper

    900×900
    Square

    3840×2160
    4K Wallpaper

    This rich, earthy combination takes sage green into deeper territory with those gorgeous chocolate browns. It reminds me of walking through an old-growth forest where the light filters through layers of leaves. Perfect for organic brands, outdoor companies, or any project that wants to feel authentic and connected to nature.
    Why Sage Green Is Having Its Moment
    As someone who’s been watching color trends for years, I can tell you that sage green’s popularity isn’t just a passing fad. This color speaks to our collective desire for calm in an increasingly chaotic world. It’s the visual equivalent of taking a deep breath – immediately soothing and centering.
    The rise of biophilic design has also played a huge role in sage green’s dominance. As we spend more time indoors, we’re craving those connections to nature, and sage green delivers that botanical feeling without being overly literal. It’s nature-inspired design at its most sophisticated.
    What makes sage green particularly special is its incredible adaptability. Unlike brighter greens that can feel overwhelming or dated, sage green has this chameleon-like quality that allows it to work in virtually any context. Pair it with warm woods and it feels rustic; combine it with metallics and it becomes luxurious; add some crisp whites and suddenly it’s Scandinavian minimalism.
    Mastering Sage Green in Your Design Work
    The key to working with sage green successfully is understanding its undertones. Some sage greens lean more yellow, others more blue or gray. Recognizing these subtle differences will help you create more cohesive palettes and avoid color clashes that can make your work feel off.
    I always recommend testing your sage green palettes in different lighting conditions. What looks perfect on your computer screen might feel completely different in natural light or under warm artificial lighting. This is especially crucial for interior design projects or any work that will be viewed in physical spaces.
    When building palettes around sage green, I like to think about the mood I’m trying to create. For calm, peaceful vibes, I’ll pair it with other muted tones and plenty of white space. For something more energetic, I might add unexpected pops of coral or sunny yellow. The beauty of sage green is that it’s such a diplomatic color – it plays well with almost everything.

    Sage Green Across Different Design Applications
    Branding and Logo Design In branding work, sage green communicates reliability, growth, and environmental consciousness without hitting people over the head with it. I love using it for wellness companies, sustainable brands, and professional services that want to feel approachable. The key is pairing it with typography that reinforces your brand personality – clean sans serifs for modern feels, or elegant serifs for more traditional approaches.
    Interior Spaces Sage green walls have become incredibly popular, and for good reason. The color creates an instant sense of calm while still feeling current. I particularly love using darker sage greens in dining rooms or bedrooms where you want that cozy, enveloping feeling. Lighter sages work beautifully in kitchens and bathrooms where you want freshness without the sterility of pure white.
    Digital Design For websites and apps, sage green offers a refreshing alternative to the blues and grays that dominate digital design. It’s easy on the eyes, which makes it perfect for apps focused on wellness, meditation, or any platform where users will spend extended time. Just be mindful of accessibility – always test your sage green backgrounds with various text colors to ensure proper contrast ratios.
    Product Design The natural, organic feeling of sage green makes it perfect for product packaging, especially in the beauty, food, and wellness sectors. It communicates quality and naturalness without feeling overly earthy or crunchy. I’ve seen it work beautifully on everything from skincare packaging to high-end kitchen appliances.
    The Psychology Behind Sage Green’s Appeal
    Color psychology tells us that green represents growth, harmony, and balance – all things we desperately need in our modern lives. But sage green takes these positive associations and adds sophistication. It’s green without the intensity, nature without the rawness.
    There’s also something inherently honest about sage green. It doesn’t try too hard or demand attention the way brighter colors do. This authenticity resonates with consumers who are increasingly skeptical of brands that feel forced or overly polished. Sage green whispers where other colors shout, and sometimes that’s exactly what your message needs.
    Looking Forward: Sage Green’s Staying Power
    While I can’t predict the future, I’m confident that sage green will remain relevant for years to come. It hits all the right notes for contemporary design – it’s calming without being boring, natural without being literal, and sophisticated without being pretentious.
    The color also photographs beautifully, which matters more than ever in our Instagram-driven world. Whether it’s a sage green accent wall or a product shot featuring sage packaging, this color translates perfectly to social media, helping brands create that coveted “aesthetic” that drives engagement.
    As we continue to prioritize wellness and sustainability in design, sage green offers the perfect visual shorthand for these values. It’s a color that makes people feel good, and in a world that often doesn’t, that’s incredibly powerful.
    Bringing It All Together
    These eight sage green palettes represent just the beginning of what’s possible with this incredible color. Whether you’re drawn to the monochromatic serenity of Garden Fresh or the unexpected sophistication of Industrial Zen, there’s a sage green palette that can elevate your next project.
    The secret to success with sage green is trusting its natural elegance. Don’t feel like you need to overstyling or complicate things – sage green’s beauty lies in its understated sophistication. Let it be the calm, confident foundation that allows other elements of your design to shine.
    So go ahead and embrace the sage green revolution. Your designswill thank you for it. After all, in a world full of visual noise, sometimes the most powerful statement you can make is a quiet one.

    Riley Morgan

    Riley Morgan is a globe-trotting graphic designer with a sharp eye for color, typography, and intuitive design. They are a color lover and blend creativity with culture, drawing inspiration from cities, landscapes, and stories around the world. When they’re not designing sleek visuals for clients, they’re blogging about trends, tools, and the art of making design feel like home—wherever that may be.

    8 Stunning Sunset Color PalettesThere’s something absolutely magical about watching the sun dip below the horizon, painting the sky in breathtaking hues that seem...10 Warm Color Palettes That’ll Brighten Your DayThere’s nothing quite like the embracing quality of warm colors to make a design feel inviting and alive. As someone...10 Luxurious Jewel Tone Color PalettesAs a designer who’s always searching for color combinations that exude sophistication and richness, I find myself constantly returning to...
    #sage #green #color #palettes #youve
    8 Sage Green Color Palettes You’ve Got to Experience
    8 Sage Green Color Palettes You’ve Got to Experience In this article:See more ▼Post may contain affiliate links which give us commissions at no cost to you.There’s something undeniably calming about sage green that makes it one of my absolute favorite colors to work with as a designer. This muted, earthy hue has this incredible ability to ground a space while still feeling fresh and contemporary. Whether you’re working on a branding project, designing an interior space, or creating digital content, sage green offers a versatility that few colors can match. What I love most about sage green is how it bridges the gap between trendy and timeless. It’s not going anywhere anytime soon, and honestly, I don’t think it ever should. This sophisticated color has been quietly revolutionizing design palettes across every industry, and today I’m excited to share eight of my favorite sage green color combinations that will elevate your next project. 👋 Psst... Did you know you can get unlimited downloads of 59,000+ fonts and millions of other creative assets for just /mo? Learn more »The 8 Most Inspiring Sage Green Color Palettes 1. Garden Fresh #D2E5C4 #B2C69E #95B07B #79955D #5A743C Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper This monochromatic sage palette is pure perfection for anyone wanting to create depth without complexity. I use this combination constantly in botanical-themed projects because it captures every shade of green you’d find in a thriving garden. The progression from light to dark creates natural hierarchy, making it incredibly functional for both print and digital work. 2. Misty Morning #BDC9BB #ACBAA1 #B2C1A2 #A4B1A0 #ADC3B7 Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper When I need something soft and ethereal, this is my go-to palette. These gentle sage tones remind me of early morning fog rolling over hills. It’s perfect for wellness brands, spa environments, or any project that needs to evoke tranquility and peace. The subtle variations create interest without ever feeling overwhelming. 3. Harvest Moon #9AAB89 #647056 #D6C388 #F8C565 Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper Get 300+ Fonts for FREEEnter your email to download our 100% free "Font Lover's Bundle". For commercial & personal use. No royalties. No fees. No attribution. 100% free to use anywhere. The combination of sage green with warm golds creates magic every single time. This palette captures that perfect autumn moment when the light hits everything just right. I love using this for brands that want to feel both grounded and optimistic – it’s earthy sophistication with a sunny disposition. 4. Moody Botanical #4D5D42 #6A894B #8DA67E #9B999A #C6B5DF Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper For projects that need a bit more drama, this palette delivers beautifully. The deeper sage tones paired with that unexpected lavender create intrigue without losing the calming essence of green. I find this combination works wonderfully for upscale restaurants or luxury lifestyle brands that want to feel approachable yet refined. 5. Countryside Charm #A3AC9A #8A9A5B #93A395 #748B74 #827D67 Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper This palette feels like a walk through the English countryside – all rolling hills and weathered stone walls. The mix of sage greens with those earthy undertones creates incredible depth. I use this combination for projects that need to feel established and trustworthy, like financial services or heritage brands. 6. Industrial Farmhouse Zen #CED3D2 #3F5054 #6F675E #9CAB86 #C8CAB5 Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper The marriage of sage green with industrial grays might seem unexpected, but it creates this incredibly sophisticated modern aesthetic. This palette is perfect for tech companies or architectural firms that want to feel innovative yet grounded. The sage adds warmth to what could otherwise be cold, sterile colors. 7. Desert Sage #9AAB89 #B2AC88 #A06464 #8C909C #C9AD99 Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper Inspired by the American Southwest, this palette combines sage with dusty terra cottas and warm beiges. There’s something so comforting about these colors together – they feel like sunset in the desert. I love using this for hospitality brands or any project that wants to evoke adventure and warmth. 8. Forest Floor #B2C69E #ACB6A6 #5B7553 #745000 #462800 Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper This rich, earthy combination takes sage green into deeper territory with those gorgeous chocolate browns. It reminds me of walking through an old-growth forest where the light filters through layers of leaves. Perfect for organic brands, outdoor companies, or any project that wants to feel authentic and connected to nature. Why Sage Green Is Having Its Moment As someone who’s been watching color trends for years, I can tell you that sage green’s popularity isn’t just a passing fad. This color speaks to our collective desire for calm in an increasingly chaotic world. It’s the visual equivalent of taking a deep breath – immediately soothing and centering. The rise of biophilic design has also played a huge role in sage green’s dominance. As we spend more time indoors, we’re craving those connections to nature, and sage green delivers that botanical feeling without being overly literal. It’s nature-inspired design at its most sophisticated. What makes sage green particularly special is its incredible adaptability. Unlike brighter greens that can feel overwhelming or dated, sage green has this chameleon-like quality that allows it to work in virtually any context. Pair it with warm woods and it feels rustic; combine it with metallics and it becomes luxurious; add some crisp whites and suddenly it’s Scandinavian minimalism. Mastering Sage Green in Your Design Work The key to working with sage green successfully is understanding its undertones. Some sage greens lean more yellow, others more blue or gray. Recognizing these subtle differences will help you create more cohesive palettes and avoid color clashes that can make your work feel off. I always recommend testing your sage green palettes in different lighting conditions. What looks perfect on your computer screen might feel completely different in natural light or under warm artificial lighting. This is especially crucial for interior design projects or any work that will be viewed in physical spaces. When building palettes around sage green, I like to think about the mood I’m trying to create. For calm, peaceful vibes, I’ll pair it with other muted tones and plenty of white space. For something more energetic, I might add unexpected pops of coral or sunny yellow. The beauty of sage green is that it’s such a diplomatic color – it plays well with almost everything. Sage Green Across Different Design Applications Branding and Logo Design In branding work, sage green communicates reliability, growth, and environmental consciousness without hitting people over the head with it. I love using it for wellness companies, sustainable brands, and professional services that want to feel approachable. The key is pairing it with typography that reinforces your brand personality – clean sans serifs for modern feels, or elegant serifs for more traditional approaches. Interior Spaces Sage green walls have become incredibly popular, and for good reason. The color creates an instant sense of calm while still feeling current. I particularly love using darker sage greens in dining rooms or bedrooms where you want that cozy, enveloping feeling. Lighter sages work beautifully in kitchens and bathrooms where you want freshness without the sterility of pure white. Digital Design For websites and apps, sage green offers a refreshing alternative to the blues and grays that dominate digital design. It’s easy on the eyes, which makes it perfect for apps focused on wellness, meditation, or any platform where users will spend extended time. Just be mindful of accessibility – always test your sage green backgrounds with various text colors to ensure proper contrast ratios. Product Design The natural, organic feeling of sage green makes it perfect for product packaging, especially in the beauty, food, and wellness sectors. It communicates quality and naturalness without feeling overly earthy or crunchy. I’ve seen it work beautifully on everything from skincare packaging to high-end kitchen appliances. The Psychology Behind Sage Green’s Appeal Color psychology tells us that green represents growth, harmony, and balance – all things we desperately need in our modern lives. But sage green takes these positive associations and adds sophistication. It’s green without the intensity, nature without the rawness. There’s also something inherently honest about sage green. It doesn’t try too hard or demand attention the way brighter colors do. This authenticity resonates with consumers who are increasingly skeptical of brands that feel forced or overly polished. Sage green whispers where other colors shout, and sometimes that’s exactly what your message needs. Looking Forward: Sage Green’s Staying Power While I can’t predict the future, I’m confident that sage green will remain relevant for years to come. It hits all the right notes for contemporary design – it’s calming without being boring, natural without being literal, and sophisticated without being pretentious. The color also photographs beautifully, which matters more than ever in our Instagram-driven world. Whether it’s a sage green accent wall or a product shot featuring sage packaging, this color translates perfectly to social media, helping brands create that coveted “aesthetic” that drives engagement. As we continue to prioritize wellness and sustainability in design, sage green offers the perfect visual shorthand for these values. It’s a color that makes people feel good, and in a world that often doesn’t, that’s incredibly powerful. Bringing It All Together These eight sage green palettes represent just the beginning of what’s possible with this incredible color. Whether you’re drawn to the monochromatic serenity of Garden Fresh or the unexpected sophistication of Industrial Zen, there’s a sage green palette that can elevate your next project. The secret to success with sage green is trusting its natural elegance. Don’t feel like you need to overstyling or complicate things – sage green’s beauty lies in its understated sophistication. Let it be the calm, confident foundation that allows other elements of your design to shine. So go ahead and embrace the sage green revolution. Your designswill thank you for it. After all, in a world full of visual noise, sometimes the most powerful statement you can make is a quiet one. Riley Morgan Riley Morgan is a globe-trotting graphic designer with a sharp eye for color, typography, and intuitive design. They are a color lover and blend creativity with culture, drawing inspiration from cities, landscapes, and stories around the world. When they’re not designing sleek visuals for clients, they’re blogging about trends, tools, and the art of making design feel like home—wherever that may be. 8 Stunning Sunset Color PalettesThere’s something absolutely magical about watching the sun dip below the horizon, painting the sky in breathtaking hues that seem...10 Warm Color Palettes That’ll Brighten Your DayThere’s nothing quite like the embracing quality of warm colors to make a design feel inviting and alive. As someone...10 Luxurious Jewel Tone Color PalettesAs a designer who’s always searching for color combinations that exude sophistication and richness, I find myself constantly returning to... #sage #green #color #palettes #youve
    DESIGNWORKLIFE.COM
    8 Sage Green Color Palettes You’ve Got to Experience
    8 Sage Green Color Palettes You’ve Got to Experience In this article:See more ▼Post may contain affiliate links which give us commissions at no cost to you.There’s something undeniably calming about sage green that makes it one of my absolute favorite colors to work with as a designer. This muted, earthy hue has this incredible ability to ground a space while still feeling fresh and contemporary. Whether you’re working on a branding project, designing an interior space, or creating digital content, sage green offers a versatility that few colors can match. What I love most about sage green is how it bridges the gap between trendy and timeless. It’s not going anywhere anytime soon, and honestly, I don’t think it ever should. This sophisticated color has been quietly revolutionizing design palettes across every industry, and today I’m excited to share eight of my favorite sage green color combinations that will elevate your next project. 👋 Psst... Did you know you can get unlimited downloads of 59,000+ fonts and millions of other creative assets for just $16.95/mo? Learn more »The 8 Most Inspiring Sage Green Color Palettes 1. Garden Fresh #D2E5C4 #B2C69E #95B07B #79955D #5A743C Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper This monochromatic sage palette is pure perfection for anyone wanting to create depth without complexity. I use this combination constantly in botanical-themed projects because it captures every shade of green you’d find in a thriving garden. The progression from light to dark creates natural hierarchy, making it incredibly functional for both print and digital work. 2. Misty Morning #BDC9BB #ACBAA1 #B2C1A2 #A4B1A0 #ADC3B7 Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper When I need something soft and ethereal, this is my go-to palette. These gentle sage tones remind me of early morning fog rolling over hills. It’s perfect for wellness brands, spa environments, or any project that needs to evoke tranquility and peace. The subtle variations create interest without ever feeling overwhelming. 3. Harvest Moon #9AAB89 #647056 #D6C388 #F8C565 Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper Get 300+ Fonts for FREEEnter your email to download our 100% free "Font Lover's Bundle". For commercial & personal use. No royalties. No fees. No attribution. 100% free to use anywhere. The combination of sage green with warm golds creates magic every single time. This palette captures that perfect autumn moment when the light hits everything just right. I love using this for brands that want to feel both grounded and optimistic – it’s earthy sophistication with a sunny disposition. 4. Moody Botanical #4D5D42 #6A894B #8DA67E #9B999A #C6B5DF Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper For projects that need a bit more drama, this palette delivers beautifully. The deeper sage tones paired with that unexpected lavender create intrigue without losing the calming essence of green. I find this combination works wonderfully for upscale restaurants or luxury lifestyle brands that want to feel approachable yet refined. 5. Countryside Charm #A3AC9A #8A9A5B #93A395 #748B74 #827D67 Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper This palette feels like a walk through the English countryside – all rolling hills and weathered stone walls. The mix of sage greens with those earthy undertones creates incredible depth. I use this combination for projects that need to feel established and trustworthy, like financial services or heritage brands. 6. Industrial Farmhouse Zen #CED3D2 #3F5054 #6F675E #9CAB86 #C8CAB5 Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper The marriage of sage green with industrial grays might seem unexpected, but it creates this incredibly sophisticated modern aesthetic. This palette is perfect for tech companies or architectural firms that want to feel innovative yet grounded. The sage adds warmth to what could otherwise be cold, sterile colors. 7. Desert Sage #9AAB89 #B2AC88 #A06464 #8C909C #C9AD99 Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper Inspired by the American Southwest, this palette combines sage with dusty terra cottas and warm beiges. There’s something so comforting about these colors together – they feel like sunset in the desert. I love using this for hospitality brands or any project that wants to evoke adventure and warmth. 8. Forest Floor #B2C69E #ACB6A6 #5B7553 #745000 #462800 Download this color palette 735×1102 Pinterest image 2160×3840 Vertical wallpaper 900×900 Square 3840×2160 4K Wallpaper This rich, earthy combination takes sage green into deeper territory with those gorgeous chocolate browns. It reminds me of walking through an old-growth forest where the light filters through layers of leaves. Perfect for organic brands, outdoor companies, or any project that wants to feel authentic and connected to nature. Why Sage Green Is Having Its Moment As someone who’s been watching color trends for years, I can tell you that sage green’s popularity isn’t just a passing fad. This color speaks to our collective desire for calm in an increasingly chaotic world. It’s the visual equivalent of taking a deep breath – immediately soothing and centering. The rise of biophilic design has also played a huge role in sage green’s dominance. As we spend more time indoors, we’re craving those connections to nature, and sage green delivers that botanical feeling without being overly literal. It’s nature-inspired design at its most sophisticated. What makes sage green particularly special is its incredible adaptability. Unlike brighter greens that can feel overwhelming or dated, sage green has this chameleon-like quality that allows it to work in virtually any context. Pair it with warm woods and it feels rustic; combine it with metallics and it becomes luxurious; add some crisp whites and suddenly it’s Scandinavian minimalism. Mastering Sage Green in Your Design Work The key to working with sage green successfully is understanding its undertones. Some sage greens lean more yellow, others more blue or gray. Recognizing these subtle differences will help you create more cohesive palettes and avoid color clashes that can make your work feel off. I always recommend testing your sage green palettes in different lighting conditions. What looks perfect on your computer screen might feel completely different in natural light or under warm artificial lighting. This is especially crucial for interior design projects or any work that will be viewed in physical spaces. When building palettes around sage green, I like to think about the mood I’m trying to create. For calm, peaceful vibes, I’ll pair it with other muted tones and plenty of white space. For something more energetic, I might add unexpected pops of coral or sunny yellow. The beauty of sage green is that it’s such a diplomatic color – it plays well with almost everything. Sage Green Across Different Design Applications Branding and Logo Design In branding work, sage green communicates reliability, growth, and environmental consciousness without hitting people over the head with it. I love using it for wellness companies, sustainable brands, and professional services that want to feel approachable. The key is pairing it with typography that reinforces your brand personality – clean sans serifs for modern feels, or elegant serifs for more traditional approaches. Interior Spaces Sage green walls have become incredibly popular, and for good reason. The color creates an instant sense of calm while still feeling current. I particularly love using darker sage greens in dining rooms or bedrooms where you want that cozy, enveloping feeling. Lighter sages work beautifully in kitchens and bathrooms where you want freshness without the sterility of pure white. Digital Design For websites and apps, sage green offers a refreshing alternative to the blues and grays that dominate digital design. It’s easy on the eyes, which makes it perfect for apps focused on wellness, meditation, or any platform where users will spend extended time. Just be mindful of accessibility – always test your sage green backgrounds with various text colors to ensure proper contrast ratios. Product Design The natural, organic feeling of sage green makes it perfect for product packaging, especially in the beauty, food, and wellness sectors. It communicates quality and naturalness without feeling overly earthy or crunchy. I’ve seen it work beautifully on everything from skincare packaging to high-end kitchen appliances. The Psychology Behind Sage Green’s Appeal Color psychology tells us that green represents growth, harmony, and balance – all things we desperately need in our modern lives. But sage green takes these positive associations and adds sophistication. It’s green without the intensity, nature without the rawness. There’s also something inherently honest about sage green. It doesn’t try too hard or demand attention the way brighter colors do. This authenticity resonates with consumers who are increasingly skeptical of brands that feel forced or overly polished. Sage green whispers where other colors shout, and sometimes that’s exactly what your message needs. Looking Forward: Sage Green’s Staying Power While I can’t predict the future, I’m confident that sage green will remain relevant for years to come. It hits all the right notes for contemporary design – it’s calming without being boring, natural without being literal, and sophisticated without being pretentious. The color also photographs beautifully, which matters more than ever in our Instagram-driven world. Whether it’s a sage green accent wall or a product shot featuring sage packaging, this color translates perfectly to social media, helping brands create that coveted “aesthetic” that drives engagement. As we continue to prioritize wellness and sustainability in design, sage green offers the perfect visual shorthand for these values. It’s a color that makes people feel good, and in a world that often doesn’t, that’s incredibly powerful. Bringing It All Together These eight sage green palettes represent just the beginning of what’s possible with this incredible color. Whether you’re drawn to the monochromatic serenity of Garden Fresh or the unexpected sophistication of Industrial Zen, there’s a sage green palette that can elevate your next project. The secret to success with sage green is trusting its natural elegance. Don’t feel like you need to overstyling or complicate things – sage green’s beauty lies in its understated sophistication. Let it be the calm, confident foundation that allows other elements of your design to shine. So go ahead and embrace the sage green revolution. Your designs (and your stress levels) will thank you for it. After all, in a world full of visual noise, sometimes the most powerful statement you can make is a quiet one. Riley Morgan Riley Morgan is a globe-trotting graphic designer with a sharp eye for color, typography, and intuitive design. They are a color lover and blend creativity with culture, drawing inspiration from cities, landscapes, and stories around the world. When they’re not designing sleek visuals for clients, they’re blogging about trends, tools, and the art of making design feel like home—wherever that may be. 8 Stunning Sunset Color PalettesThere’s something absolutely magical about watching the sun dip below the horizon, painting the sky in breathtaking hues that seem...10 Warm Color Palettes That’ll Brighten Your DayThere’s nothing quite like the embracing quality of warm colors to make a design feel inviting and alive. As someone...10 Luxurious Jewel Tone Color PalettesAs a designer who’s always searching for color combinations that exude sophistication and richness, I find myself constantly returning to...
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  • The Invisible Visual Effects Secrets of ‘Severance’ with ILM’s Eric Leven

    ILM teams with Ben Stiller and Apple TV+ to bring thousands of seamless visual effects shots to the hit drama’s second season.
    By Clayton Sandell
    There are mysterious and important secrets to be uncovered in the second season of the wildly popular Apple TV+ series Severance.
    About 3,500 of them are hiding in plain sight.
    That’s roughly the number of visual effects shots helping tell the Severance story over 10 gripping episodes in the latest season, a collaborative effort led by Industrial Light & Magic.
    ILM’s Eric Leven served as the Severance season two production visual effects supervisor. We asked him to help pull back the curtain on some of the show’s impressive digital artistry that most viewers will probably never notice.
    “This is the first show I’ve ever done where it’s nothing but invisible effects,” Leven tells ILM.com. “It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.”
    With so many season two shots to choose from, Leven helped us narrow down a list of his favorite visual effects sequences to five.Before we dig in, a word of caution. This article contains plot spoilers for Severance.Severance tells the story of Mark Scout, department chief of the secretive Severed Floor located in the basement level of Lumon Industries, a multinational biotech corporation. Mark S., as he’s known to his co-workers, heads up Macrodata Refinement, a department where employees help categorize numbers without knowing the true purpose of their work. 
    Mark and his team – Helly R., Dylan G., and Irving B., have all undergone a surgical procedure to “sever” their personal lives from their work lives. The chip embedded in their brains effectively creates two personalities that are sometimes at odds: an “Innie” during Lumon office hours and an “Outie” at home.
    “This is the first show I’ve ever done where it’s nothing but invisible effects. It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.”Eric Leven
    1. The Running ManThe season one finale ends on a major cliffhanger. Mark S. learns that his Outie’s wife, Gemma – believed killed in a car crash years ago – is actually alive somewhere inside the Lumon complex. Season two opens with Mark S. arriving at the Severed Floor in a desperate search for Gemma, who he only knows as her Innie persona, Ms. Casey.
    The fast-paced sequence is designed to look like a single, two-minute shot. It begins with the camera making a series of rapid and elaborate moves around a frantic Mark S. as he steps out of the elevator, into the Severed Floor lobby, and begins running through the hallways.
    “The nice thing about that sequence was that everyone knew it was going to be difficult and challenging,” Leven says, adding that executive producer and Episode 201 director, Ben Stiller, began by mapping out the hallway run with his team. Leven recommended that a previsualization sequence – provided by The Third Floor – would help the filmmakers refine their plan before cameras rolled.
    “While prevising it, we didn’t worry about how we would actually photograph anything. It was just, ‘These are the visuals we want to capture,’” Leven says. “‘What does it look like for this guy to run down this hallway for two minutes? We’ll figure out how to shoot it later.’”
    The previs process helped determine how best to shoot the sequence, and also informed which parts of the soundstage set would have to be digitally replaced. The first shot was captured by a camera mounted on a Bolt X Cinebot motion-control arm provided by The Garage production company. The size of the motion-control setup, however, meant it could not fit in the confined space of an elevator or the existing hallways.
    “We couldn’t actually shoot in the elevator,” Leven says. “The whole elevator section of the set was removed and was replaced with computer graphics.” In addition to the elevator, ILM artists replaced portions of the floor, furniture, and an entire lobby wall, even adding a reflection of Adam Scott into the elevator doors.
    As Scott begins running, he’s picked up by a second camera mounted on a more compact, stabilized gimbal that allows the operator to quickly run behind and sometimes in front of the actor as he darts down different hallways. ILM seamlessly combined the first two Mark S. plates in a 2D composite.
    “Part of that is the magic of the artists at ILM who are doing that blend. But I have to give credit to Adam Scott because he ran the same way in both cameras without really being instructed,” says Leven. “Lucky for us, he led with the same foot. He used the same arm. I remember seeing it on the set, and I did a quick-and-dirty blend right there and thought, ‘Oh my gosh, this is going to work.’ So it was really nice.”
    The action continues at a frenetic pace, ultimately combining ten different shots to complete the sequence.
    “We didn’t want the very standard sleight of hand that you’ve seen a lot where you do a wipe across the white hallway,” Leven explains. “We tried to vary that as much as possible because we didn’t want to give away the gag. So, there are times when the camera will wipe across a hallway, and it’s not a computer graphics wipe. We’d hide the wipe somewhere else.”
    A slightly more complicated illusion comes as the camera sweeps around Mark S. from back to front as he barrels down another long hallway. “There was no way to get the camera to spin around Mark while he is running because there’s physically not enough room for the camera there,” says Leven.
    To capture the shot, Adam Scott ran on a treadmill placed on a green screen stage as the camera maneuvered around him. At that point, the entire hallway environment is made with computer graphics. Artists even added a few extra frames of the actor to help connect one shot to the next, selling the illusion of a single continuous take. “We painted in a bit of Adam Scott running around the corner. So if you freeze and look through it, you’ll see a bit of his heel. He never completely clears the frame,” Leven points out.
    Leven says ILM also provided Ben Stiller with options when it came to digitally changing up the look of Lumon’s sterile hallways: sometimes adding extra doors, vents, or even switching door handles. “I think Ben was very excited about having this opportunity,” says Leven. “He had never had a complete, fully computer graphics version of these hallways before. And now he was able to do things that he was never able to do in season one.”.
    2. Let it SnowThe MDR team – Mark, Helly, Dylan, and Irving – unexpectedly find themselves in the snowy wilderness as part of a two-day Lumon Outdoor Retreat and Team-Building Occurrence, or ORTBO. 
    Exterior scenes were shot on location at Minnewaska State Park Preserve in New York. Throughout the ORTBO sequence, ILM performed substantial environment enhancements, making trees and landscapes appear far snowier than they were during the shoot. “It’s really nice to get the actors out there in the cold and see their breath,” Leven says. “It just wasn’t snowy during the shoot. Nearly every exterior shot was either replaced or enhanced with snow.”
    For a shot of Irving standing on a vast frozen lake, for example, virtually every element in the location plate – including an unfrozen lake, mountains, and trees behind actor John Turturro – was swapped out for a CG environment. Wide shots of a steep, rocky wall Irving must scale to reach his co-workers were also completely digital.
    Eventually, the MDR team discovers a waterfall that marks their arrival at a place called Woe’s Hollow. The location – the state park’s real-life Awosting Falls – also got extensive winter upgrades from ILM, including much more snow covering the ground and trees, an ice-covered pond, and hundreds of icicles clinging to the rocky walls. “To make it fit in the world of Severance, there’s a ton of work that has to happen,” Leven tells ILM.com..
    3. Welcome to LumonThe historic Bell Labs office complex, now known as Bell Works in Holmdel Township, New Jersey, stands in as the fictional Lumon Industries headquarters building.
    Exterior shots often underwent a significant digital metamorphosis, with artists transforming areas of green grass into snow-covered terrain, inserting a CG water tower, and rendering hundreds of 1980s-era cars to fill the parking lot.
    “We’re always adding cars, we’re always adding snow. We’re changing, subtly, the shape and the layout of the design,” says Leven. “We’re seeing new angles that we’ve never seen before. On the roof of Lumon, for example, the air conditioning units are specifically designed and created with computer graphics.”
    In real life, the complex is surrounded by dozens of houses, requiring the digital erasure of entire neighborhoods. “All of that is taken out,” Leven explains. “CG trees are put in, and new mountains are put in the background.”
    Episodes 202 and 203 feature several night scenes shot from outside the building looking in. In one sequence, a camera drone flying outside captured a long tracking shot of Helena Eaganmaking her way down a glass-enclosed walkway. The building’s atrium can be seen behind her, complete with a massive wall sculpture depicting company founder Kier Eagan.
    “We had to put the Kier sculpture in with the special lighting,” Leven reveals. “The entire atrium was computer graphics.” Artists completed the shot by adding CG reflections of the snowy parking lot to the side of the highly reflective building.
    “We have to replace what’s in the reflections because the real reflection is a parking lot with no snow or a parking lot with no cars,” explains Leven. “We’re often replacing all kinds of stuff that you wouldn’t think would need to be replaced.”
    Another nighttime scene shot from outside the building features Helena in a conference room overlooking the Lumon parking lot, which sits empty except for Mr. Milchickriding in on his motorcycle.
    “The top story, where she is standing, was practical,” says Leven, noting the shot was also captured using a drone hovering outside the window. “The second story below her was all computer graphics. Everything other than the building is computer graphics. They did shoot a motorcycle on location, getting as much practical reference as possible, but then it had to be digitally replaced after the fact to make it work with the rest of the shot.”.
    4. Time in MotionEpisode seven reveals that MDR’s progress is being monitored by four dopplegang-ish observers in a control room one floor below, revealed via a complex move that has the camera traveling downward through a mass of data cables.
    “They built an oversize cable run, and they shot with small probe lenses. Visual effects helped by blending several plates together,” explains Leven. “It was a collaboration between many different departments, which was really nice. Visual effects helped with stuff that just couldn’t be shot for real. For example, when the camera exits the thin holes of the metal grate at the bottom of the floor, that grate is computer graphics.”
    The sequence continues with a sweeping motion-control time-lapse shot that travels around the control-room observers in a spiral pattern, a feat pulled off with an ingenious mix of technical innovation and old-school sleight of hand.
    A previs sequence from The Third Floor laid out the camera move, but because the Bolt arm motion-control rig could only travel on a straight track and cover roughly one-quarter of the required distance, The Garage came up with a way to break the shot into multiple passes. The passes would later be stitched together into one seemingly uninterrupted movement.
    The symmetrical set design – including the four identical workstations – helped complete the illusion, along with a clever solution that kept the four actors in the correct position relative to the camera.
    “The camera would basically get to the end of the track,” Leven explains. “Then everybody would switch positions 90 degrees. Everyone would get out of their chairs and move. The camera would go back to one, and it would look like one continuous move around in a circle because the room is perfectly symmetrical, and everything in it is perfectly symmetrical. We were able to move the actors, and it looks like the camera was going all the way around the room.”
    The final motion-control move switches from time-lapse back to real time as the camera passes by a workstation and reveals Mr. Drummondand Dr. Mauerstanding behind it. Leven notes that each pass was completed with just one take.
    5. Mark vs. MarkThe Severance season two finale begins with an increasingly tense conversation between Innie Mark and Outie Mark, as the two personas use a handheld video camera to send recorded messages back and forth. Their encounter takes place at night in a Lumon birthing cabin equipped with a severance threshold that allows Mark S. to become Mark Scout each time he steps outside and onto the balcony.
    The cabin set was built on a soundstage at York Studios in the Bronx, New York. The balcony section consisted of the snowy floor, two chairs, and a railing, all surrounded by a blue screen background. Everything else was up to ILM to create.
    “It was nice to have Ben’s trust that we could just do it,” Leven remembers. “He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’”
    Artists filled in the scene with CG water, mountains, and moonlight to match the on-set lighting and of course, more snow. As Mark Scout steps onto the balcony, the camera pulls back to a wide shot, revealing the cabin’s full exterior. “They built a part of the exterior of the set. But everything other than the windows, even the railing, was digitally replaced,” Leven says.
    “It was nice to have Bentrust that we could just do it. He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’”Eric Leven
    Bonus: Marching Band MagicFinally, our bonus visual effects shot appears roughly halfway through the season finale. To celebrate Mark S. completing the Cold Harbor file, Mr. Milchick orders up a marching band from Lumon’s Choreography and Merriment department. Band members pour into MDR, but Leven says roughly 15 to 20 shots required adding a few more digital duplicates. “They wanted it to look like MDR was filled with band members. And for several of the shots there were holes in there. It just didn’t feel full enough,” he says.
    In a shot featuring a God’s-eye view of MDR, band members hold dozens of white cards above their heads, forming a giant illustration of a smiling Mark S. with text that reads “100%.”
    “For the top shot, we had to find a different stage because the MDR ceiling is only about eight feet tall,” recalls Leven. “And Ben really pushed to have it done practically, which I think was the right call because you’ve already got the band members, you’ve made the costumes, you’ve got the instruments. Let’s find a place to shoot it.”
    To get the high shot, the production team set up on an empty soundstage, placing signature MDR-green carpet on the floor. A simple foam core mock-up of the team’s desks occupied the center of the frame, with the finished CG versions added later.
    Even without the restraints of the practical MDR walls and ceiling, the camera could only get enough height to capture about 30 band members in the shot. So the scene was digitally expanded, with artists adding more green carpet, CG walls, and about 50 more band members.
    “We painted in new band members, extracting what we could from the practical plate,” Leven says. “We moved them around; we added more, just to make it look as full as Ben wanted.” Every single white card in the shot, Leven points out, is completely digital..
    A Mysterious and Important Collaboration
    With fans now fiercely debating the many twists and turns of Severance season two, Leven is quick to credit ILM’s two main visual effects collaborators: east side effects and Mango FX INC, as well as ILM studios and artists around the globe, including San Francisco, Vancouver, Singapore, Sydney, and Mumbai.
    Leven also believes Severance ultimately benefited from a successful creative partnership between ILM and Ben Stiller.
    “This one clicked so well, and it really made a difference on the show,” Leven says. “I think we both had the same sort of visual shorthand in terms of what we wanted things to look like. One of the things I love about working with Ben is that he’s obviously grounded in reality. He wants to shoot as much stuff real as possible, but then sometimes there’s a shot that will either come to him late or he just knows is impractical to shoot. And he knows that ILM can deliver it.”

    Clayton Sandell is a Star Wars author and enthusiast, TV storyteller, and a longtime fan of the creative people who keep Industrial Light & Magic and Skywalker Sound on the leading edge of visual effects and sound design. Follow him on InstagramBlueskyor X.
    #invisible #visual #effects #secrets #severance
    The Invisible Visual Effects Secrets of ‘Severance’ with ILM’s Eric Leven
    ILM teams with Ben Stiller and Apple TV+ to bring thousands of seamless visual effects shots to the hit drama’s second season. By Clayton Sandell There are mysterious and important secrets to be uncovered in the second season of the wildly popular Apple TV+ series Severance. About 3,500 of them are hiding in plain sight. That’s roughly the number of visual effects shots helping tell the Severance story over 10 gripping episodes in the latest season, a collaborative effort led by Industrial Light & Magic. ILM’s Eric Leven served as the Severance season two production visual effects supervisor. We asked him to help pull back the curtain on some of the show’s impressive digital artistry that most viewers will probably never notice. “This is the first show I’ve ever done where it’s nothing but invisible effects,” Leven tells ILM.com. “It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.” With so many season two shots to choose from, Leven helped us narrow down a list of his favorite visual effects sequences to five.Before we dig in, a word of caution. This article contains plot spoilers for Severance.Severance tells the story of Mark Scout, department chief of the secretive Severed Floor located in the basement level of Lumon Industries, a multinational biotech corporation. Mark S., as he’s known to his co-workers, heads up Macrodata Refinement, a department where employees help categorize numbers without knowing the true purpose of their work.  Mark and his team – Helly R., Dylan G., and Irving B., have all undergone a surgical procedure to “sever” their personal lives from their work lives. The chip embedded in their brains effectively creates two personalities that are sometimes at odds: an “Innie” during Lumon office hours and an “Outie” at home. “This is the first show I’ve ever done where it’s nothing but invisible effects. It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.”Eric Leven 1. The Running ManThe season one finale ends on a major cliffhanger. Mark S. learns that his Outie’s wife, Gemma – believed killed in a car crash years ago – is actually alive somewhere inside the Lumon complex. Season two opens with Mark S. arriving at the Severed Floor in a desperate search for Gemma, who he only knows as her Innie persona, Ms. Casey. The fast-paced sequence is designed to look like a single, two-minute shot. It begins with the camera making a series of rapid and elaborate moves around a frantic Mark S. as he steps out of the elevator, into the Severed Floor lobby, and begins running through the hallways. “The nice thing about that sequence was that everyone knew it was going to be difficult and challenging,” Leven says, adding that executive producer and Episode 201 director, Ben Stiller, began by mapping out the hallway run with his team. Leven recommended that a previsualization sequence – provided by The Third Floor – would help the filmmakers refine their plan before cameras rolled. “While prevising it, we didn’t worry about how we would actually photograph anything. It was just, ‘These are the visuals we want to capture,’” Leven says. “‘What does it look like for this guy to run down this hallway for two minutes? We’ll figure out how to shoot it later.’” The previs process helped determine how best to shoot the sequence, and also informed which parts of the soundstage set would have to be digitally replaced. The first shot was captured by a camera mounted on a Bolt X Cinebot motion-control arm provided by The Garage production company. The size of the motion-control setup, however, meant it could not fit in the confined space of an elevator or the existing hallways. “We couldn’t actually shoot in the elevator,” Leven says. “The whole elevator section of the set was removed and was replaced with computer graphics.” In addition to the elevator, ILM artists replaced portions of the floor, furniture, and an entire lobby wall, even adding a reflection of Adam Scott into the elevator doors. As Scott begins running, he’s picked up by a second camera mounted on a more compact, stabilized gimbal that allows the operator to quickly run behind and sometimes in front of the actor as he darts down different hallways. ILM seamlessly combined the first two Mark S. plates in a 2D composite. “Part of that is the magic of the artists at ILM who are doing that blend. But I have to give credit to Adam Scott because he ran the same way in both cameras without really being instructed,” says Leven. “Lucky for us, he led with the same foot. He used the same arm. I remember seeing it on the set, and I did a quick-and-dirty blend right there and thought, ‘Oh my gosh, this is going to work.’ So it was really nice.” The action continues at a frenetic pace, ultimately combining ten different shots to complete the sequence. “We didn’t want the very standard sleight of hand that you’ve seen a lot where you do a wipe across the white hallway,” Leven explains. “We tried to vary that as much as possible because we didn’t want to give away the gag. So, there are times when the camera will wipe across a hallway, and it’s not a computer graphics wipe. We’d hide the wipe somewhere else.” A slightly more complicated illusion comes as the camera sweeps around Mark S. from back to front as he barrels down another long hallway. “There was no way to get the camera to spin around Mark while he is running because there’s physically not enough room for the camera there,” says Leven. To capture the shot, Adam Scott ran on a treadmill placed on a green screen stage as the camera maneuvered around him. At that point, the entire hallway environment is made with computer graphics. Artists even added a few extra frames of the actor to help connect one shot to the next, selling the illusion of a single continuous take. “We painted in a bit of Adam Scott running around the corner. So if you freeze and look through it, you’ll see a bit of his heel. He never completely clears the frame,” Leven points out. Leven says ILM also provided Ben Stiller with options when it came to digitally changing up the look of Lumon’s sterile hallways: sometimes adding extra doors, vents, or even switching door handles. “I think Ben was very excited about having this opportunity,” says Leven. “He had never had a complete, fully computer graphics version of these hallways before. And now he was able to do things that he was never able to do in season one.”. 2. Let it SnowThe MDR team – Mark, Helly, Dylan, and Irving – unexpectedly find themselves in the snowy wilderness as part of a two-day Lumon Outdoor Retreat and Team-Building Occurrence, or ORTBO.  Exterior scenes were shot on location at Minnewaska State Park Preserve in New York. Throughout the ORTBO sequence, ILM performed substantial environment enhancements, making trees and landscapes appear far snowier than they were during the shoot. “It’s really nice to get the actors out there in the cold and see their breath,” Leven says. “It just wasn’t snowy during the shoot. Nearly every exterior shot was either replaced or enhanced with snow.” For a shot of Irving standing on a vast frozen lake, for example, virtually every element in the location plate – including an unfrozen lake, mountains, and trees behind actor John Turturro – was swapped out for a CG environment. Wide shots of a steep, rocky wall Irving must scale to reach his co-workers were also completely digital. Eventually, the MDR team discovers a waterfall that marks their arrival at a place called Woe’s Hollow. The location – the state park’s real-life Awosting Falls – also got extensive winter upgrades from ILM, including much more snow covering the ground and trees, an ice-covered pond, and hundreds of icicles clinging to the rocky walls. “To make it fit in the world of Severance, there’s a ton of work that has to happen,” Leven tells ILM.com.. 3. Welcome to LumonThe historic Bell Labs office complex, now known as Bell Works in Holmdel Township, New Jersey, stands in as the fictional Lumon Industries headquarters building. Exterior shots often underwent a significant digital metamorphosis, with artists transforming areas of green grass into snow-covered terrain, inserting a CG water tower, and rendering hundreds of 1980s-era cars to fill the parking lot. “We’re always adding cars, we’re always adding snow. We’re changing, subtly, the shape and the layout of the design,” says Leven. “We’re seeing new angles that we’ve never seen before. On the roof of Lumon, for example, the air conditioning units are specifically designed and created with computer graphics.” In real life, the complex is surrounded by dozens of houses, requiring the digital erasure of entire neighborhoods. “All of that is taken out,” Leven explains. “CG trees are put in, and new mountains are put in the background.” Episodes 202 and 203 feature several night scenes shot from outside the building looking in. In one sequence, a camera drone flying outside captured a long tracking shot of Helena Eaganmaking her way down a glass-enclosed walkway. The building’s atrium can be seen behind her, complete with a massive wall sculpture depicting company founder Kier Eagan. “We had to put the Kier sculpture in with the special lighting,” Leven reveals. “The entire atrium was computer graphics.” Artists completed the shot by adding CG reflections of the snowy parking lot to the side of the highly reflective building. “We have to replace what’s in the reflections because the real reflection is a parking lot with no snow or a parking lot with no cars,” explains Leven. “We’re often replacing all kinds of stuff that you wouldn’t think would need to be replaced.” Another nighttime scene shot from outside the building features Helena in a conference room overlooking the Lumon parking lot, which sits empty except for Mr. Milchickriding in on his motorcycle. “The top story, where she is standing, was practical,” says Leven, noting the shot was also captured using a drone hovering outside the window. “The second story below her was all computer graphics. Everything other than the building is computer graphics. They did shoot a motorcycle on location, getting as much practical reference as possible, but then it had to be digitally replaced after the fact to make it work with the rest of the shot.”. 4. Time in MotionEpisode seven reveals that MDR’s progress is being monitored by four dopplegang-ish observers in a control room one floor below, revealed via a complex move that has the camera traveling downward through a mass of data cables. “They built an oversize cable run, and they shot with small probe lenses. Visual effects helped by blending several plates together,” explains Leven. “It was a collaboration between many different departments, which was really nice. Visual effects helped with stuff that just couldn’t be shot for real. For example, when the camera exits the thin holes of the metal grate at the bottom of the floor, that grate is computer graphics.” The sequence continues with a sweeping motion-control time-lapse shot that travels around the control-room observers in a spiral pattern, a feat pulled off with an ingenious mix of technical innovation and old-school sleight of hand. A previs sequence from The Third Floor laid out the camera move, but because the Bolt arm motion-control rig could only travel on a straight track and cover roughly one-quarter of the required distance, The Garage came up with a way to break the shot into multiple passes. The passes would later be stitched together into one seemingly uninterrupted movement. The symmetrical set design – including the four identical workstations – helped complete the illusion, along with a clever solution that kept the four actors in the correct position relative to the camera. “The camera would basically get to the end of the track,” Leven explains. “Then everybody would switch positions 90 degrees. Everyone would get out of their chairs and move. The camera would go back to one, and it would look like one continuous move around in a circle because the room is perfectly symmetrical, and everything in it is perfectly symmetrical. We were able to move the actors, and it looks like the camera was going all the way around the room.” The final motion-control move switches from time-lapse back to real time as the camera passes by a workstation and reveals Mr. Drummondand Dr. Mauerstanding behind it. Leven notes that each pass was completed with just one take. 5. Mark vs. MarkThe Severance season two finale begins with an increasingly tense conversation between Innie Mark and Outie Mark, as the two personas use a handheld video camera to send recorded messages back and forth. Their encounter takes place at night in a Lumon birthing cabin equipped with a severance threshold that allows Mark S. to become Mark Scout each time he steps outside and onto the balcony. The cabin set was built on a soundstage at York Studios in the Bronx, New York. The balcony section consisted of the snowy floor, two chairs, and a railing, all surrounded by a blue screen background. Everything else was up to ILM to create. “It was nice to have Ben’s trust that we could just do it,” Leven remembers. “He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’” Artists filled in the scene with CG water, mountains, and moonlight to match the on-set lighting and of course, more snow. As Mark Scout steps onto the balcony, the camera pulls back to a wide shot, revealing the cabin’s full exterior. “They built a part of the exterior of the set. But everything other than the windows, even the railing, was digitally replaced,” Leven says. “It was nice to have Bentrust that we could just do it. He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’”Eric Leven Bonus: Marching Band MagicFinally, our bonus visual effects shot appears roughly halfway through the season finale. To celebrate Mark S. completing the Cold Harbor file, Mr. Milchick orders up a marching band from Lumon’s Choreography and Merriment department. Band members pour into MDR, but Leven says roughly 15 to 20 shots required adding a few more digital duplicates. “They wanted it to look like MDR was filled with band members. And for several of the shots there were holes in there. It just didn’t feel full enough,” he says. In a shot featuring a God’s-eye view of MDR, band members hold dozens of white cards above their heads, forming a giant illustration of a smiling Mark S. with text that reads “100%.” “For the top shot, we had to find a different stage because the MDR ceiling is only about eight feet tall,” recalls Leven. “And Ben really pushed to have it done practically, which I think was the right call because you’ve already got the band members, you’ve made the costumes, you’ve got the instruments. Let’s find a place to shoot it.” To get the high shot, the production team set up on an empty soundstage, placing signature MDR-green carpet on the floor. A simple foam core mock-up of the team’s desks occupied the center of the frame, with the finished CG versions added later. Even without the restraints of the practical MDR walls and ceiling, the camera could only get enough height to capture about 30 band members in the shot. So the scene was digitally expanded, with artists adding more green carpet, CG walls, and about 50 more band members. “We painted in new band members, extracting what we could from the practical plate,” Leven says. “We moved them around; we added more, just to make it look as full as Ben wanted.” Every single white card in the shot, Leven points out, is completely digital.. A Mysterious and Important Collaboration With fans now fiercely debating the many twists and turns of Severance season two, Leven is quick to credit ILM’s two main visual effects collaborators: east side effects and Mango FX INC, as well as ILM studios and artists around the globe, including San Francisco, Vancouver, Singapore, Sydney, and Mumbai. Leven also believes Severance ultimately benefited from a successful creative partnership between ILM and Ben Stiller. “This one clicked so well, and it really made a difference on the show,” Leven says. “I think we both had the same sort of visual shorthand in terms of what we wanted things to look like. One of the things I love about working with Ben is that he’s obviously grounded in reality. He wants to shoot as much stuff real as possible, but then sometimes there’s a shot that will either come to him late or he just knows is impractical to shoot. And he knows that ILM can deliver it.” — Clayton Sandell is a Star Wars author and enthusiast, TV storyteller, and a longtime fan of the creative people who keep Industrial Light & Magic and Skywalker Sound on the leading edge of visual effects and sound design. Follow him on InstagramBlueskyor X. #invisible #visual #effects #secrets #severance
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    The Invisible Visual Effects Secrets of ‘Severance’ with ILM’s Eric Leven
    ILM teams with Ben Stiller and Apple TV+ to bring thousands of seamless visual effects shots to the hit drama’s second season. By Clayton Sandell There are mysterious and important secrets to be uncovered in the second season of the wildly popular Apple TV+ series Severance (2022-present). About 3,500 of them are hiding in plain sight. That’s roughly the number of visual effects shots helping tell the Severance story over 10 gripping episodes in the latest season, a collaborative effort led by Industrial Light & Magic. ILM’s Eric Leven served as the Severance season two production visual effects supervisor. We asked him to help pull back the curtain on some of the show’s impressive digital artistry that most viewers will probably never notice. “This is the first show I’ve ever done where it’s nothing but invisible effects,” Leven tells ILM.com. “It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.” With so many season two shots to choose from, Leven helped us narrow down a list of his favorite visual effects sequences to five. (As a bonus, we’ll also dive into an iconic season finale shot featuring the Mr. Milchick-led marching band.) Before we dig in, a word of caution. This article contains plot spoilers for Severance. (And in case you’re already wondering: No, the goats are not computer-graphics.) Severance tells the story of Mark Scout (Adam Scott), department chief of the secretive Severed Floor located in the basement level of Lumon Industries, a multinational biotech corporation. Mark S., as he’s known to his co-workers, heads up Macrodata Refinement (MDR), a department where employees help categorize numbers without knowing the true purpose of their work.  Mark and his team – Helly R. (Britt Lower), Dylan G. (Zach Cherry), and Irving B. (John Turturro), have all undergone a surgical procedure to “sever” their personal lives from their work lives. The chip embedded in their brains effectively creates two personalities that are sometimes at odds: an “Innie” during Lumon office hours and an “Outie” at home. “This is the first show I’ve ever done where it’s nothing but invisible effects. It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.”Eric Leven 1. The Running Man (Episode 201: “Hello, Ms. Cobel”) The season one finale ends on a major cliffhanger. Mark S. learns that his Outie’s wife, Gemma – believed killed in a car crash years ago – is actually alive somewhere inside the Lumon complex. Season two opens with Mark S. arriving at the Severed Floor in a desperate search for Gemma, who he only knows as her Innie persona, Ms. Casey. The fast-paced sequence is designed to look like a single, two-minute shot. It begins with the camera making a series of rapid and elaborate moves around a frantic Mark S. as he steps out of the elevator, into the Severed Floor lobby, and begins running through the hallways. “The nice thing about that sequence was that everyone knew it was going to be difficult and challenging,” Leven says, adding that executive producer and Episode 201 director, Ben Stiller, began by mapping out the hallway run with his team. Leven recommended that a previsualization sequence – provided by The Third Floor – would help the filmmakers refine their plan before cameras rolled. “While prevising it, we didn’t worry about how we would actually photograph anything. It was just, ‘These are the visuals we want to capture,’” Leven says. “‘What does it look like for this guy to run down this hallway for two minutes? We’ll figure out how to shoot it later.’” The previs process helped determine how best to shoot the sequence, and also informed which parts of the soundstage set would have to be digitally replaced. The first shot was captured by a camera mounted on a Bolt X Cinebot motion-control arm provided by The Garage production company. The size of the motion-control setup, however, meant it could not fit in the confined space of an elevator or the existing hallways. “We couldn’t actually shoot in the elevator,” Leven says. “The whole elevator section of the set was removed and was replaced with computer graphics [CG].” In addition to the elevator, ILM artists replaced portions of the floor, furniture, and an entire lobby wall, even adding a reflection of Adam Scott into the elevator doors. As Scott begins running, he’s picked up by a second camera mounted on a more compact, stabilized gimbal that allows the operator to quickly run behind and sometimes in front of the actor as he darts down different hallways. ILM seamlessly combined the first two Mark S. plates in a 2D composite. “Part of that is the magic of the artists at ILM who are doing that blend. But I have to give credit to Adam Scott because he ran the same way in both cameras without really being instructed,” says Leven. “Lucky for us, he led with the same foot. He used the same arm. I remember seeing it on the set, and I did a quick-and-dirty blend right there and thought, ‘Oh my gosh, this is going to work.’ So it was really nice.” The action continues at a frenetic pace, ultimately combining ten different shots to complete the sequence. “We didn’t want the very standard sleight of hand that you’ve seen a lot where you do a wipe across the white hallway,” Leven explains. “We tried to vary that as much as possible because we didn’t want to give away the gag. So, there are times when the camera will wipe across a hallway, and it’s not a computer graphics wipe. We’d hide the wipe somewhere else.” A slightly more complicated illusion comes as the camera sweeps around Mark S. from back to front as he barrels down another long hallway. “There was no way to get the camera to spin around Mark while he is running because there’s physically not enough room for the camera there,” says Leven. To capture the shot, Adam Scott ran on a treadmill placed on a green screen stage as the camera maneuvered around him. At that point, the entire hallway environment is made with computer graphics. Artists even added a few extra frames of the actor to help connect one shot to the next, selling the illusion of a single continuous take. “We painted in a bit of Adam Scott running around the corner. So if you freeze and look through it, you’ll see a bit of his heel. He never completely clears the frame,” Leven points out. Leven says ILM also provided Ben Stiller with options when it came to digitally changing up the look of Lumon’s sterile hallways: sometimes adding extra doors, vents, or even switching door handles. “I think Ben was very excited about having this opportunity,” says Leven. “He had never had a complete, fully computer graphics version of these hallways before. And now he was able to do things that he was never able to do in season one.” (Credit: Apple TV+). 2. Let it Snow (Episode 204: “Woe’s Hollow”) The MDR team – Mark, Helly, Dylan, and Irving – unexpectedly find themselves in the snowy wilderness as part of a two-day Lumon Outdoor Retreat and Team-Building Occurrence, or ORTBO.  Exterior scenes were shot on location at Minnewaska State Park Preserve in New York. Throughout the ORTBO sequence, ILM performed substantial environment enhancements, making trees and landscapes appear far snowier than they were during the shoot. “It’s really nice to get the actors out there in the cold and see their breath,” Leven says. “It just wasn’t snowy during the shoot. Nearly every exterior shot was either replaced or enhanced with snow.” For a shot of Irving standing on a vast frozen lake, for example, virtually every element in the location plate – including an unfrozen lake, mountains, and trees behind actor John Turturro – was swapped out for a CG environment. Wide shots of a steep, rocky wall Irving must scale to reach his co-workers were also completely digital. Eventually, the MDR team discovers a waterfall that marks their arrival at a place called Woe’s Hollow. The location – the state park’s real-life Awosting Falls – also got extensive winter upgrades from ILM, including much more snow covering the ground and trees, an ice-covered pond, and hundreds of icicles clinging to the rocky walls. “To make it fit in the world of Severance, there’s a ton of work that has to happen,” Leven tells ILM.com. (Credit: Apple TV+). 3. Welcome to Lumon (Episode 202: “Goodbye, Mrs. Selvig” & Episode 203: “Who is Alive?”) The historic Bell Labs office complex, now known as Bell Works in Holmdel Township, New Jersey, stands in as the fictional Lumon Industries headquarters building. Exterior shots often underwent a significant digital metamorphosis, with artists transforming areas of green grass into snow-covered terrain, inserting a CG water tower, and rendering hundreds of 1980s-era cars to fill the parking lot. “We’re always adding cars, we’re always adding snow. We’re changing, subtly, the shape and the layout of the design,” says Leven. “We’re seeing new angles that we’ve never seen before. On the roof of Lumon, for example, the air conditioning units are specifically designed and created with computer graphics.” In real life, the complex is surrounded by dozens of houses, requiring the digital erasure of entire neighborhoods. “All of that is taken out,” Leven explains. “CG trees are put in, and new mountains are put in the background.” Episodes 202 and 203 feature several night scenes shot from outside the building looking in. In one sequence, a camera drone flying outside captured a long tracking shot of Helena Eagan (Helly R.’s Outie) making her way down a glass-enclosed walkway. The building’s atrium can be seen behind her, complete with a massive wall sculpture depicting company founder Kier Eagan. “We had to put the Kier sculpture in with the special lighting,” Leven reveals. “The entire atrium was computer graphics.” Artists completed the shot by adding CG reflections of the snowy parking lot to the side of the highly reflective building. “We have to replace what’s in the reflections because the real reflection is a parking lot with no snow or a parking lot with no cars,” explains Leven. “We’re often replacing all kinds of stuff that you wouldn’t think would need to be replaced.” Another nighttime scene shot from outside the building features Helena in a conference room overlooking the Lumon parking lot, which sits empty except for Mr. Milchick (Tramell Tillman) riding in on his motorcycle. “The top story, where she is standing, was practical,” says Leven, noting the shot was also captured using a drone hovering outside the window. “The second story below her was all computer graphics. Everything other than the building is computer graphics. They did shoot a motorcycle on location, getting as much practical reference as possible, but then it had to be digitally replaced after the fact to make it work with the rest of the shot.” (Credit: Apple TV+). 4. Time in Motion (Episode 207: “Chikhai Bardo”) Episode seven reveals that MDR’s progress is being monitored by four dopplegang-ish observers in a control room one floor below, revealed via a complex move that has the camera traveling downward through a mass of data cables. “They built an oversize cable run, and they shot with small probe lenses. Visual effects helped by blending several plates together,” explains Leven. “It was a collaboration between many different departments, which was really nice. Visual effects helped with stuff that just couldn’t be shot for real. For example, when the camera exits the thin holes of the metal grate at the bottom of the floor, that grate is computer graphics.” The sequence continues with a sweeping motion-control time-lapse shot that travels around the control-room observers in a spiral pattern, a feat pulled off with an ingenious mix of technical innovation and old-school sleight of hand. A previs sequence from The Third Floor laid out the camera move, but because the Bolt arm motion-control rig could only travel on a straight track and cover roughly one-quarter of the required distance, The Garage came up with a way to break the shot into multiple passes. The passes would later be stitched together into one seemingly uninterrupted movement. The symmetrical set design – including the four identical workstations – helped complete the illusion, along with a clever solution that kept the four actors in the correct position relative to the camera. “The camera would basically get to the end of the track,” Leven explains. “Then everybody would switch positions 90 degrees. Everyone would get out of their chairs and move. The camera would go back to one, and it would look like one continuous move around in a circle because the room is perfectly symmetrical, and everything in it is perfectly symmetrical. We were able to move the actors, and it looks like the camera was going all the way around the room.” The final motion-control move switches from time-lapse back to real time as the camera passes by a workstation and reveals Mr. Drummond (Ólafur Darri Ólafsson) and Dr. Mauer (Robby Benson) standing behind it. Leven notes that each pass was completed with just one take. 5. Mark vs. Mark (Episode 210: “Cold Harbor”) The Severance season two finale begins with an increasingly tense conversation between Innie Mark and Outie Mark, as the two personas use a handheld video camera to send recorded messages back and forth. Their encounter takes place at night in a Lumon birthing cabin equipped with a severance threshold that allows Mark S. to become Mark Scout each time he steps outside and onto the balcony. The cabin set was built on a soundstage at York Studios in the Bronx, New York. The balcony section consisted of the snowy floor, two chairs, and a railing, all surrounded by a blue screen background. Everything else was up to ILM to create. “It was nice to have Ben’s trust that we could just do it,” Leven remembers. “He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’” Artists filled in the scene with CG water, mountains, and moonlight to match the on-set lighting and of course, more snow. As Mark Scout steps onto the balcony, the camera pulls back to a wide shot, revealing the cabin’s full exterior. “They built a part of the exterior of the set. But everything other than the windows, even the railing, was digitally replaced,” Leven says. “It was nice to have Ben [Stiller’s] trust that we could just do it. He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’”Eric Leven Bonus: Marching Band Magic (Episode 210: “Cold Harbor”) Finally, our bonus visual effects shot appears roughly halfway through the season finale. To celebrate Mark S. completing the Cold Harbor file, Mr. Milchick orders up a marching band from Lumon’s Choreography and Merriment department. Band members pour into MDR, but Leven says roughly 15 to 20 shots required adding a few more digital duplicates. “They wanted it to look like MDR was filled with band members. And for several of the shots there were holes in there. It just didn’t feel full enough,” he says. In a shot featuring a God’s-eye view of MDR, band members hold dozens of white cards above their heads, forming a giant illustration of a smiling Mark S. with text that reads “100%.” “For the top shot, we had to find a different stage because the MDR ceiling is only about eight feet tall,” recalls Leven. “And Ben really pushed to have it done practically, which I think was the right call because you’ve already got the band members, you’ve made the costumes, you’ve got the instruments. Let’s find a place to shoot it.” To get the high shot, the production team set up on an empty soundstage, placing signature MDR-green carpet on the floor. A simple foam core mock-up of the team’s desks occupied the center of the frame, with the finished CG versions added later. Even without the restraints of the practical MDR walls and ceiling, the camera could only get enough height to capture about 30 band members in the shot. So the scene was digitally expanded, with artists adding more green carpet, CG walls, and about 50 more band members. “We painted in new band members, extracting what we could from the practical plate,” Leven says. “We moved them around; we added more, just to make it look as full as Ben wanted.” Every single white card in the shot, Leven points out, is completely digital. (Credit: Apple TV+). A Mysterious and Important Collaboration With fans now fiercely debating the many twists and turns of Severance season two, Leven is quick to credit ILM’s two main visual effects collaborators: east side effects and Mango FX INC, as well as ILM studios and artists around the globe, including San Francisco, Vancouver, Singapore, Sydney, and Mumbai. Leven also believes Severance ultimately benefited from a successful creative partnership between ILM and Ben Stiller. “This one clicked so well, and it really made a difference on the show,” Leven says. “I think we both had the same sort of visual shorthand in terms of what we wanted things to look like. One of the things I love about working with Ben is that he’s obviously grounded in reality. He wants to shoot as much stuff real as possible, but then sometimes there’s a shot that will either come to him late or he just knows is impractical to shoot. And he knows that ILM can deliver it.” — Clayton Sandell is a Star Wars author and enthusiast, TV storyteller, and a longtime fan of the creative people who keep Industrial Light & Magic and Skywalker Sound on the leading edge of visual effects and sound design. Follow him on Instagram (@claytonsandell) Bluesky (@claytonsandell.com) or X (@Clayton_Sandell).
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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
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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 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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  • How Beige Became Shorthand for Everything Wrong With the World

    “Was your interior designer Ayn Bland?” Barely ten minutes into Mountainhead, the first feature film from Succession creator Jesse Armstrong, the viewer is confronted with one of the film’s central tenets: beige is bad.Articulated by Jeff, the movie does a lot to engage this train of thought. Its central characters—tech bro founders Randall, Hugo, and Venis—are pitted against not just each other, but the world writ large as it begins to crumble around them, mostly thanks to their own machinations.But when did our current beige malaise set in? Much of the recent divisiveness might be attributed to the Kardashians, whose homes are synonymous with muted putty tones: “less is more” taken to its only logical conclusion—least is best. The aesthetic has occasionally gone viral, with the TikTok account Sad Beige even garnering notoriety for documenting the lifelessness of children’s retail offerings in the voice of German documentary filmmaker Werner Herzog.Warner Bros.The cast of Mountainhead, the new HBO Original film from Succession creator Jesse Armstrong.Social media is as much a progenitor of the trend as it is the platform to document it and repackage it for frictionless consumption. Beige is safe, easy, legible—if your entire house has been unpacked from Amazon boxes, why fight the natural inclination to just live in one? The Mountainhead home might be the lair of a fictional tech boss, but the aesthetics remain the same up and down the corporate ladder.The color family has its own troubled history: “khaki,” which is derived from the Urdu term for “dusty,” originated in mid-19th-century colonial India, as the critic and author Andrea Codrington noted in an eerily prescient 2001 essay for Cabinet magazine that further elaborates on beige’s latent potential for evil. Mountainhead, then, sees the hue returning to its roots, becoming shorthand for what Armstrong sees as everything that’s wrong with the world: complacency, exhaustion, and boredom.MACALL POLAY. SMPSPAnother beige couch in the Mountainhead house. Armstrong’s camera treats the home, designed by local Utah firm Upwall Design, as a character in and of itself, with lingering shots of quietly humming servers, spiraling staircases and vacant driveways presenting solitude and menace as two sides of the same coin. Town & Country reported that production designer Stephen Carter liked the property for its The Shining-esque vibes. He wasn’t wrong. “There’s a solitary nature to that house, too,” star Steve Carrell told The Salt Lake Tribune. “You feel like you’re away from everything.”Another word for that feeling—articulated by scenes of the men laying about the home glued to their phones as scenes of worldwide terror stream in—would be dissociation. Think home is where the heart is? Mountainhead makes a compelling case that it's often just another a bad trip.Sean SantiagoDeputy EditorSean Santiago is ELLE Decor's Deputy Editor, covering news, trends and talents in interior design, hospitality and travel, culture, and luxury shopping. Since starting his career at an interior design firm in 2011, he has gone on to cover the industry for Vogue, Architectural Digest, Sight Unseen, PIN-UP and Domino. He is the author of The Lonny Home, has produced scripted social content for brands including West Elm and Streeteasy, and is sometimes recognized on the street for his Instagram Reels series, #DanceToDecor
    #how #beige #became #shorthand #everything
    How Beige Became Shorthand for Everything Wrong With the World
    “Was your interior designer Ayn Bland?” Barely ten minutes into Mountainhead, the first feature film from Succession creator Jesse Armstrong, the viewer is confronted with one of the film’s central tenets: beige is bad.Articulated by Jeff, the movie does a lot to engage this train of thought. Its central characters—tech bro founders Randall, Hugo, and Venis—are pitted against not just each other, but the world writ large as it begins to crumble around them, mostly thanks to their own machinations.But when did our current beige malaise set in? Much of the recent divisiveness might be attributed to the Kardashians, whose homes are synonymous with muted putty tones: “less is more” taken to its only logical conclusion—least is best. The aesthetic has occasionally gone viral, with the TikTok account Sad Beige even garnering notoriety for documenting the lifelessness of children’s retail offerings in the voice of German documentary filmmaker Werner Herzog.Warner Bros.The cast of Mountainhead, the new HBO Original film from Succession creator Jesse Armstrong.Social media is as much a progenitor of the trend as it is the platform to document it and repackage it for frictionless consumption. Beige is safe, easy, legible—if your entire house has been unpacked from Amazon boxes, why fight the natural inclination to just live in one? The Mountainhead home might be the lair of a fictional tech boss, but the aesthetics remain the same up and down the corporate ladder.The color family has its own troubled history: “khaki,” which is derived from the Urdu term for “dusty,” originated in mid-19th-century colonial India, as the critic and author Andrea Codrington noted in an eerily prescient 2001 essay for Cabinet magazine that further elaborates on beige’s latent potential for evil. Mountainhead, then, sees the hue returning to its roots, becoming shorthand for what Armstrong sees as everything that’s wrong with the world: complacency, exhaustion, and boredom.MACALL POLAY. SMPSPAnother beige couch in the Mountainhead house. Armstrong’s camera treats the home, designed by local Utah firm Upwall Design, as a character in and of itself, with lingering shots of quietly humming servers, spiraling staircases and vacant driveways presenting solitude and menace as two sides of the same coin. Town & Country reported that production designer Stephen Carter liked the property for its The Shining-esque vibes. He wasn’t wrong. “There’s a solitary nature to that house, too,” star Steve Carrell told The Salt Lake Tribune. “You feel like you’re away from everything.”Another word for that feeling—articulated by scenes of the men laying about the home glued to their phones as scenes of worldwide terror stream in—would be dissociation. Think home is where the heart is? Mountainhead makes a compelling case that it's often just another a bad trip.Sean SantiagoDeputy EditorSean Santiago is ELLE Decor's Deputy Editor, covering news, trends and talents in interior design, hospitality and travel, culture, and luxury shopping. Since starting his career at an interior design firm in 2011, he has gone on to cover the industry for Vogue, Architectural Digest, Sight Unseen, PIN-UP and Domino. He is the author of The Lonny Home, has produced scripted social content for brands including West Elm and Streeteasy, and is sometimes recognized on the street for his Instagram Reels series, #DanceToDecor #how #beige #became #shorthand #everything
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    How Beige Became Shorthand for Everything Wrong With the World
    “Was your interior designer Ayn Bland?” Barely ten minutes into Mountainhead, the first feature film from Succession creator Jesse Armstrong, the viewer is confronted with one of the film’s central tenets: beige is bad.Articulated by Jeff (Ramy Youssef), the movie does a lot to engage this train of thought. Its central characters—tech bro founders Randall (Steve Carrell), Hugo (Jason Schwartzman), and Venis (Cory Michael Smith)—are pitted against not just each other, but the world writ large as it begins to crumble around them, mostly thanks to their own machinations.But when did our current beige malaise set in? Much of the recent divisiveness might be attributed to the Kardashians, whose homes are synonymous with muted putty tones: “less is more” taken to its only logical conclusion—least is best. The aesthetic has occasionally gone viral, with the TikTok account Sad Beige even garnering notoriety for documenting the lifelessness of children’s retail offerings in the voice of German documentary filmmaker Werner Herzog.Warner Bros.The cast of Mountainhead, the new HBO Original film from Succession creator Jesse Armstrong.Social media is as much a progenitor of the trend as it is the platform to document it and repackage it for frictionless consumption. Beige is safe, easy, legible—if your entire house has been unpacked from Amazon boxes, why fight the natural inclination to just live in one? The Mountainhead home might be the lair of a fictional tech boss, but the aesthetics remain the same up and down the corporate ladder.The color family has its own troubled history: “khaki,” which is derived from the Urdu term for “dusty,” originated in mid-19th-century colonial India, as the critic and author Andrea Codrington noted in an eerily prescient 2001 essay for Cabinet magazine that further elaborates on beige’s latent potential for evil. Mountainhead, then, sees the hue returning to its roots, becoming shorthand for what Armstrong sees as everything that’s wrong with the world: complacency, exhaustion, and boredom.MACALL POLAY. SMPSPAnother beige couch in the Mountainhead house. Armstrong’s camera treats the home, designed by local Utah firm Upwall Design, as a character in and of itself, with lingering shots of quietly humming servers, spiraling staircases and vacant driveways presenting solitude and menace as two sides of the same coin. Town & Country reported that production designer Stephen Carter liked the property for its The Shining-esque vibes. He wasn’t wrong. “There’s a solitary nature to that house, too,” star Steve Carrell told The Salt Lake Tribune. “You feel like you’re away from everything.”Another word for that feeling—articulated by scenes of the men laying about the home glued to their phones as scenes of worldwide terror stream in—would be dissociation. Think home is where the heart is? Mountainhead makes a compelling case that it's often just another a bad trip.Sean SantiagoDeputy EditorSean Santiago is ELLE Decor's Deputy Editor, covering news, trends and talents in interior design, hospitality and travel, culture, and luxury shopping. Since starting his career at an interior design firm in 2011, he has gone on to cover the industry for Vogue, Architectural Digest, Sight Unseen, PIN-UP and Domino. He is the author of The Lonny Home (Weldon Owens, 2018), has produced scripted social content for brands including West Elm and Streeteasy, and is sometimes recognized on the street for his Instagram Reels series, #DanceToDecor
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  • Five Ways to Get Better Battery Life From Your Steam Deck

    After the Nintendo Switch, the Steam Deck might be the most impressive gaming handheld of the last decade. It brings Steam games—most of which were initially designed to run on Windows PCs—to a remarkably designed portable device. The only problem? Battery life can be rough on some games. If you're struggling to stay charged, here are some tips to help you out.When it comes to your Steam Deck's battery life, you're going to notice a lot of variability, even from one game to another. AAA games that rely on high-end GPUs will typically guzzle power. On laptops or desktops, that's usually not as much of a concern, but on the Steam Deck—when those games run at all—they can burn through the battery quickly.So, while we have plenty of tips to get the best battery life, it's important to keep in mind some games will simply burn through your power no matter what. Fortunately, SteamOS is already pretty power efficient, and there are several handy tools to help.First, learn what, exactly, is draining your batteryThere are a few common culprits for battery drain in games, and it's helpful to understand them before diving into solutions. This is because what works for one game with minimal performance impact, could make another game unplayable. With that in mind, here are a few key things that drain your battery:Your hardware settings. The display on your Steam Deck is always a pretty big battery drain, and turning down the brightness can help. Wireless radios like wifi or Bluetooth are always sipping power, even if you're not using them, so you can sometimes turn these off if you don't need them.Your refresh rate and FPS. Your Steam Deck has to update the screen dozens of times every second, and for some games it might be way more than necessary. 60 to 90 frames per second might be necessary for a fast-paced game like Doom Eternal, but it's overkill for Stardew Valley.Your processor's TDP. Thermal Design Poweris a complicated metric, but it serves as a shorthand for how much power your processor is using. On the Steam Deck, you can limit this directly, which is a blunt way of saving battery, but it can help sometimes.The most useful tool to help you diagnose your biggest battery drains is the Performance Overlay. Press the three-dot menu button while in a game and navigate to the Performance section and you'll see an option to enable this overlay. There are several levels of detail, ranging from a simple frame rate counter, to real-time power consumption and temperature readouts. The Performance tab is also where you'll find several useful features we'll discuss, so it's good to make friends with this tab.Dive into your game's display settingsWhile the Steam Deck has a lot of useful features for managing battery life, you're still going to find some of your best options in your game's settings. Most games have presets to lower graphics settings with one quick toggle—like switching from Ultra to Medium—and some have even more advanced settings.This is particularly important to keep in mind if you play Steam games on multiple devices. Some games will try to sync settings between them, which can lead to your game rendering at a higher resolution or frame rate than the Steam Deck is even capable of displaying.In general, here are a few settings you should take a look at:Resolution: The Steam Deck has a 1280x800 resolution, so unless you're using an external monitor, there's no reason to set your game to a higher resolution. Most games won't let you go higher anyway, but it's worth it to double check. You can also go lower for some games, if you don't need as much detail.Frame rate: Many games offer the ability to cap how many frames the game generates, even if your display is capable of showing more. This can have a substantial impact on your battery life, especially for games that need to perform a lot of complex calculationsfor every new frame.Graphical presets: If your game has a preset slider, try starting on the lowest preset and working your way up to see how the game performs. The Performance Overlay can be a huge help here, to see how much power your system is drawing on different presets. If your eye can't tell the difference, but your battery can, drop the settings.You can play around to find the right balance for you, and it will vary greatly by game. In some games, you might want more graphical detail, but fewer frames per second, while others would benefit from the exact opposite. Try a few options to see what works best.Adjust your refresh rate and FPS in tandem with the Frame Limit sliderAs mentioned above, the number of times your game updates the screen per second can be a huge factor in battery drain. This is affected by both the screen's refresh rateand your game's frames per second. To complicate matters further, your refresh rate can have an effect on your input latency, meaning it's important to strike a delicate balance.To simplify this, the Steam Deck has a slider called Frame Limit that can impose a limit on how many frames your game displays and strike that balance for you. It automatically adjusts your refresh rate to be evenly divisible by the FPS limit, avoiding unnecessaryrefreshes, while still maintaining the highest refresh rate possible to reduce input lag.It's a workaround that's placed somewhat late in the pipeline, and it's sometimes better to adjust your game's settings directly, but it simplifies a complicated process. If you'd rather adjust your display's refresh rate directly, you can toggle Disable Frame Limit and adjust the refresh rate from 45Hz to 90Hz directly. Keep in mind, though, you might still need to adjust some game settings to avoid generating frames your display will just throw out.Put a cap on your Thermal Design Power, if you mustTweaking your game's graphics settings can adjust your power consumption with scalpel-like precision. By comparison, the TDP limit is a hammer. But even hammers have their uses. By design, the TDP slider on the Steam Deck will put a hard limit on how much power the CPU/GPU can draw from the battery. You can't get much more direct battery savings than that.The problem is that games typically, you know, need power. And even games with really fine-grain settings don't generally ask the user to decide how much electricity to draw. For some, especially graphics-heavy games, putting a hard limit on TDP can cause massive performance drops or even game crashes.Less demanding games, though, can benefit from playing with this setting. A useful rule of thumb is that if the game you're playing is already struggling to maintain a consistent frame rate, try something else before touching TDP. But for games like Stardew Valley, where you're never really concerned with frame rate, you can experiment with lowering the TDP limit to 10W or even 5W to see how well the game performs.Of course, setting a TDP limit only matters if it's below what your game was using in the first place. This is another area where the performance overlay comes in handy. You can get a sense of how much power your system is drawing during your games, and use that to gauge how low you want your TDP limit to be.Don't forget per-game battery setting profilesOn top of all these settings, you can also set game-specific profiles to change your battery settings automatically based on the title you're playing. I can't recommend this feature enough, especially if you tend to play games with very different power demands. Few things are more annoying than forgetting you set a low TDP limit for a simple game, then launching a more demanding game that strains against that limit.To use this, it's one simple toggle on the Performance tab. Enable "Use per-game profile" and the Steam Deck will automatically create a profile for every game you use. You can disable this toggle to switch back to the default, if you ever decide you prefer one consistent profile.Keep in mind the profiles only account for the Steam Deck's settings itself, not any game-specific settings. But it's still a handy tool. It can be overwhelming to keep track of all the different buttons and knobs you can fiddle with to get extra battery life, but the Steam Deck manages to balance a ton of customization options with the simplicity of straight-forward, user-friendly tools so you can game longer.
    #five #ways #get #better #battery
    Five Ways to Get Better Battery Life From Your Steam Deck
    After the Nintendo Switch, the Steam Deck might be the most impressive gaming handheld of the last decade. It brings Steam games—most of which were initially designed to run on Windows PCs—to a remarkably designed portable device. The only problem? Battery life can be rough on some games. If you're struggling to stay charged, here are some tips to help you out.When it comes to your Steam Deck's battery life, you're going to notice a lot of variability, even from one game to another. AAA games that rely on high-end GPUs will typically guzzle power. On laptops or desktops, that's usually not as much of a concern, but on the Steam Deck—when those games run at all—they can burn through the battery quickly.So, while we have plenty of tips to get the best battery life, it's important to keep in mind some games will simply burn through your power no matter what. Fortunately, SteamOS is already pretty power efficient, and there are several handy tools to help.First, learn what, exactly, is draining your batteryThere are a few common culprits for battery drain in games, and it's helpful to understand them before diving into solutions. This is because what works for one game with minimal performance impact, could make another game unplayable. With that in mind, here are a few key things that drain your battery:Your hardware settings. The display on your Steam Deck is always a pretty big battery drain, and turning down the brightness can help. Wireless radios like wifi or Bluetooth are always sipping power, even if you're not using them, so you can sometimes turn these off if you don't need them.Your refresh rate and FPS. Your Steam Deck has to update the screen dozens of times every second, and for some games it might be way more than necessary. 60 to 90 frames per second might be necessary for a fast-paced game like Doom Eternal, but it's overkill for Stardew Valley.Your processor's TDP. Thermal Design Poweris a complicated metric, but it serves as a shorthand for how much power your processor is using. On the Steam Deck, you can limit this directly, which is a blunt way of saving battery, but it can help sometimes.The most useful tool to help you diagnose your biggest battery drains is the Performance Overlay. Press the three-dot menu button while in a game and navigate to the Performance section and you'll see an option to enable this overlay. There are several levels of detail, ranging from a simple frame rate counter, to real-time power consumption and temperature readouts. The Performance tab is also where you'll find several useful features we'll discuss, so it's good to make friends with this tab.Dive into your game's display settingsWhile the Steam Deck has a lot of useful features for managing battery life, you're still going to find some of your best options in your game's settings. Most games have presets to lower graphics settings with one quick toggle—like switching from Ultra to Medium—and some have even more advanced settings.This is particularly important to keep in mind if you play Steam games on multiple devices. Some games will try to sync settings between them, which can lead to your game rendering at a higher resolution or frame rate than the Steam Deck is even capable of displaying.In general, here are a few settings you should take a look at:Resolution: The Steam Deck has a 1280x800 resolution, so unless you're using an external monitor, there's no reason to set your game to a higher resolution. Most games won't let you go higher anyway, but it's worth it to double check. You can also go lower for some games, if you don't need as much detail.Frame rate: Many games offer the ability to cap how many frames the game generates, even if your display is capable of showing more. This can have a substantial impact on your battery life, especially for games that need to perform a lot of complex calculationsfor every new frame.Graphical presets: If your game has a preset slider, try starting on the lowest preset and working your way up to see how the game performs. The Performance Overlay can be a huge help here, to see how much power your system is drawing on different presets. If your eye can't tell the difference, but your battery can, drop the settings.You can play around to find the right balance for you, and it will vary greatly by game. In some games, you might want more graphical detail, but fewer frames per second, while others would benefit from the exact opposite. Try a few options to see what works best.Adjust your refresh rate and FPS in tandem with the Frame Limit sliderAs mentioned above, the number of times your game updates the screen per second can be a huge factor in battery drain. This is affected by both the screen's refresh rateand your game's frames per second. To complicate matters further, your refresh rate can have an effect on your input latency, meaning it's important to strike a delicate balance.To simplify this, the Steam Deck has a slider called Frame Limit that can impose a limit on how many frames your game displays and strike that balance for you. It automatically adjusts your refresh rate to be evenly divisible by the FPS limit, avoiding unnecessaryrefreshes, while still maintaining the highest refresh rate possible to reduce input lag.It's a workaround that's placed somewhat late in the pipeline, and it's sometimes better to adjust your game's settings directly, but it simplifies a complicated process. If you'd rather adjust your display's refresh rate directly, you can toggle Disable Frame Limit and adjust the refresh rate from 45Hz to 90Hz directly. Keep in mind, though, you might still need to adjust some game settings to avoid generating frames your display will just throw out.Put a cap on your Thermal Design Power, if you mustTweaking your game's graphics settings can adjust your power consumption with scalpel-like precision. By comparison, the TDP limit is a hammer. But even hammers have their uses. By design, the TDP slider on the Steam Deck will put a hard limit on how much power the CPU/GPU can draw from the battery. You can't get much more direct battery savings than that.The problem is that games typically, you know, need power. And even games with really fine-grain settings don't generally ask the user to decide how much electricity to draw. For some, especially graphics-heavy games, putting a hard limit on TDP can cause massive performance drops or even game crashes.Less demanding games, though, can benefit from playing with this setting. A useful rule of thumb is that if the game you're playing is already struggling to maintain a consistent frame rate, try something else before touching TDP. But for games like Stardew Valley, where you're never really concerned with frame rate, you can experiment with lowering the TDP limit to 10W or even 5W to see how well the game performs.Of course, setting a TDP limit only matters if it's below what your game was using in the first place. This is another area where the performance overlay comes in handy. You can get a sense of how much power your system is drawing during your games, and use that to gauge how low you want your TDP limit to be.Don't forget per-game battery setting profilesOn top of all these settings, you can also set game-specific profiles to change your battery settings automatically based on the title you're playing. I can't recommend this feature enough, especially if you tend to play games with very different power demands. Few things are more annoying than forgetting you set a low TDP limit for a simple game, then launching a more demanding game that strains against that limit.To use this, it's one simple toggle on the Performance tab. Enable "Use per-game profile" and the Steam Deck will automatically create a profile for every game you use. You can disable this toggle to switch back to the default, if you ever decide you prefer one consistent profile.Keep in mind the profiles only account for the Steam Deck's settings itself, not any game-specific settings. But it's still a handy tool. It can be overwhelming to keep track of all the different buttons and knobs you can fiddle with to get extra battery life, but the Steam Deck manages to balance a ton of customization options with the simplicity of straight-forward, user-friendly tools so you can game longer. #five #ways #get #better #battery
    LIFEHACKER.COM
    Five Ways to Get Better Battery Life From Your Steam Deck
    After the Nintendo Switch, the Steam Deck might be the most impressive gaming handheld of the last decade. It brings Steam games—most of which were initially designed to run on Windows PCs—to a remarkably designed portable device. The only problem? Battery life can be rough on some games. If you're struggling to stay charged, here are some tips to help you out.When it comes to your Steam Deck's battery life, you're going to notice a lot of variability, even from one game to another. AAA games that rely on high-end GPUs will typically guzzle power. On laptops or desktops, that's usually not as much of a concern, but on the Steam Deck—when those games run at all—they can burn through the battery quickly.So, while we have plenty of tips to get the best battery life, it's important to keep in mind some games will simply burn through your power no matter what. Fortunately, SteamOS is already pretty power efficient (at least compared to other operating systems), and there are several handy tools to help.First, learn what, exactly, is draining your batteryThere are a few common culprits for battery drain in games, and it's helpful to understand them before diving into solutions. This is because what works for one game with minimal performance impact, could make another game unplayable. With that in mind, here are a few key things that drain your battery:Your hardware settings. The display on your Steam Deck is always a pretty big battery drain, and turning down the brightness can help. Wireless radios like wifi or Bluetooth are always sipping power, even if you're not using them, so you can sometimes turn these off if you don't need them.Your refresh rate and FPS. Your Steam Deck has to update the screen dozens of times every second, and for some games it might be way more than necessary. 60 to 90 frames per second might be necessary for a fast-paced game like Doom Eternal, but it's overkill for Stardew Valley.Your processor's TDP. Thermal Design Power (or TDP) is a complicated metric, but it serves as a shorthand for how much power your processor is using. On the Steam Deck, you can limit this directly, which is a blunt way of saving battery, but it can help sometimes.The most useful tool to help you diagnose your biggest battery drains is the Performance Overlay. Press the three-dot menu button while in a game and navigate to the Performance section and you'll see an option to enable this overlay. There are several levels of detail, ranging from a simple frame rate counter, to real-time power consumption and temperature readouts. The Performance tab is also where you'll find several useful features we'll discuss (under Advanced View), so it's good to make friends with this tab.Dive into your game's display settingsWhile the Steam Deck has a lot of useful features for managing battery life, you're still going to find some of your best options in your game's settings. Most games have presets to lower graphics settings with one quick toggle—like switching from Ultra to Medium—and some have even more advanced settings.This is particularly important to keep in mind if you play Steam games on multiple devices. Some games will try to sync settings between them, which can lead to your game rendering at a higher resolution or frame rate than the Steam Deck is even capable of displaying.In general, here are a few settings you should take a look at:Resolution: The Steam Deck has a 1280x800 resolution, so unless you're using an external monitor, there's no reason to set your game to a higher resolution. Most games won't let you go higher anyway, but it's worth it to double check. You can also go lower for some games, if you don't need as much detail.Frame rate: Many games offer the ability to cap how many frames the game generates, even if your display is capable of showing more. This can have a substantial impact on your battery life, especially for games that need to perform a lot of complex calculations (like graphics-heavy shooters) for every new frame.Graphical presets: If your game has a preset slider, try starting on the lowest preset and working your way up to see how the game performs. The Performance Overlay can be a huge help here, to see how much power your system is drawing on different presets. If your eye can't tell the difference, but your battery can, drop the settings.You can play around to find the right balance for you, and it will vary greatly by game. In some games, you might want more graphical detail, but fewer frames per second, while others would benefit from the exact opposite. Try a few options to see what works best.Adjust your refresh rate and FPS in tandem with the Frame Limit sliderAs mentioned above, the number of times your game updates the screen per second can be a huge factor in battery drain. This is affected by both the screen's refresh rate (how many times the display physically updates the pixel you see) and your game's frames per second (or FPS, the number of times the GPU generates a new frame per second). To complicate matters further, your refresh rate can have an effect on your input latency, meaning it's important to strike a delicate balance.To simplify this, the Steam Deck has a slider called Frame Limit that can impose a limit on how many frames your game displays and strike that balance for you. It automatically adjusts your refresh rate to be evenly divisible by the FPS limit, avoiding unnecessary (and asynchronous) refreshes, while still maintaining the highest refresh rate possible to reduce input lag.It's a workaround that's placed somewhat late in the pipeline, and it's sometimes better to adjust your game's settings directly, but it simplifies a complicated process. If you'd rather adjust your display's refresh rate directly, you can toggle Disable Frame Limit and adjust the refresh rate from 45Hz to 90Hz directly. Keep in mind, though, you might still need to adjust some game settings to avoid generating frames your display will just throw out.Put a cap on your Thermal Design Power (TDP), if you mustTweaking your game's graphics settings can adjust your power consumption with scalpel-like precision. By comparison, the TDP limit is a hammer. But even hammers have their uses. By design, the TDP slider on the Steam Deck will put a hard limit on how much power the CPU/GPU can draw from the battery. You can't get much more direct battery savings than that.The problem is that games typically, you know, need power. And even games with really fine-grain settings don't generally ask the user to decide how much electricity to draw. For some, especially graphics-heavy games, putting a hard limit on TDP can cause massive performance drops or even game crashes.Less demanding games, though, can benefit from playing with this setting. A useful rule of thumb is that if the game you're playing is already struggling to maintain a consistent frame rate, try something else before touching TDP. But for games like Stardew Valley, where you're never really concerned with frame rate, you can experiment with lowering the TDP limit to 10W or even 5W to see how well the game performs.Of course, setting a TDP limit only matters if it's below what your game was using in the first place. This is another area where the performance overlay comes in handy. You can get a sense of how much power your system is drawing during your games, and use that to gauge how low you want your TDP limit to be.Don't forget per-game battery setting profilesOn top of all these settings, you can also set game-specific profiles to change your battery settings automatically based on the title you're playing. I can't recommend this feature enough, especially if you tend to play games with very different power demands. Few things are more annoying than forgetting you set a low TDP limit for a simple game, then launching a more demanding game that strains against that limit.To use this, it's one simple toggle on the Performance tab. Enable "Use per-game profile" and the Steam Deck will automatically create a profile for every game you use. You can disable this toggle to switch back to the default, if you ever decide you prefer one consistent profile.Keep in mind the profiles only account for the Steam Deck's settings itself, not any game-specific settings. But it's still a handy tool. It can be overwhelming to keep track of all the different buttons and knobs you can fiddle with to get extra battery life, but the Steam Deck manages to balance a ton of customization options with the simplicity of straight-forward, user-friendly tools so you can game longer.
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  • ‘I had no clue what I was doing’: Jennifer Meyer on how pushing through uncertainty leads to creativity

    Jennifer Meyer always knew she wanted to work in fashion. It probably comes, she says, from the hours she spent in her grandmother’s Santa Monica, California, apartment, playing with art supplies, and the small kiln her grandmother kept on the kitchen counter. “She did a lot of enameling,” says Meyer, an LA-based jewelry designer. “She had all of these colors and plaques to put things on; wiring. I would design things with her for fun; I have this love of design from her.” 

    Still, as the daughter of an entertainment executive, Meyer didn’t really have a road map for a career in design. She completed her education on the East Coast, studying child and family psychology, and landed her first job in magazines, which she ultimately parlayed to PR jobs at Giorgio Armani and Ralph Lauren. “I wanted to start my own thing,” says Meyer. “I had this idea for jewelry, but I had no idea how to do it.” 

    In 2005, Meyer made some basic sketches—her first a riff on a leaf design—and began knocking on doors, armed with equal parts curiosity and tenacity. So began the launch of her line, Jennifer Meyer Jewelry. Now, 20 years later, Meyer describes herself as self-taught. She’s leveraged her love of the natural world and her instincts for a simple, unfussy aesthetic to guide a business that’s become as popular with Jennifer Aniston and Meghan Markle as millennials and suburban fortysomethings. 

    If the door said jeweler, I knocked on it. I knew nothing. It was trial and error. I had a bad sketch of a leaf on paper. I had no clue what I was doing—which, by the way, as I look back was the best way to learn. I made a few pieces, and that’s how I understood what I was doing.  

    There is a Star Wars quote, “Do or do not; there is no try.” I started in 2005. My boyfriend at the time, who became my husband, said, “What do you want to do?” I said, ”I don’t know.” He said, “That’s a lie; Everybody wants a thing and we’re embarrassed to say it. You think you’re too old, or too young. What do you want to do? Act? Write? Work for NASA? It can be anything.” He said, “You have to say it out loud.” I said, “I want to design jewelry. I don’t know how to do it.”  

    When I started, I was doing everything from designing to FedEx. I was alone, and I did it all. I have such an amazing group of people I work with now. Now it’s shorthand: We can have one quick conversation and say, “Hey do you remember the leaf with the baguette diamonds?” 

    I like when things feel organized. When I walk into a room and I know where everything is . . . organization is inspiring to me. 

    As a business owner, I’m available 24/7. I don’t care what time you text me, I don’t care what time you call or email me. If it’s 11 p.m. on a Saturday and you work with me and you said, “Jen, do you have five minutes?” I have five minutes. Unless I’m sound asleep, other than that I am available. I do, though,still think it’s important to set boundaries to make you feel good, but I don’t have a boundary with my time. 

    I love a reminder. When someone says, “Just bumping this to the top of your emails. Or, hey, making sure you did this.” You cannot bug me. It is the greatest feeling in the world. Bother me until it’s finished. 

    I always get up by 7 a.m. I always make sure my kids are fed and out the door. They drive now, which is such a weird thing. I love to work out and I go to bed thinking about my coffee. I drink decaf. I used to have really bad panic attacks. They were debilitating. If I’m drinking caffeine first thing, that’s not good for anybody.

    I always have a book with me. Everything is written down. I have to write it down and I have to take a highlighter to it. That is it for me. That’s how I do things. When people have notes on their phones, it gives me hives. 

    Being creative is throwing it all out there, making mistakes and making it your own. How many times have you looked at something and thought, “I would never wear that, what is that? No.” And then, somehow six months later you’re around it enough and you see that woman whose aesthetic you love and you’re like, “I get it now.” 

    Hard work pays off. You have got to develop those relationships; you have to sit with people and get to know their wives and children and husbands. You have to get in there and spend the time and energy and the focus and you have to develop the same aesthetic, which is really challenging. Everyone has their own idea of how things should be made. It’s a lot of working together and explaining yourself and being clear. You talk about boundaries. Those that are the boundaries that are important. Clarity is kindness.

    I grew up going to art galleries with my dad. He loved going to galleries. I remember I was like 8 years old and he bought this art and it was on our wall. It was literally a green and blue triangle—nothing else. Half was blue and half was green. I remember saying to him, “What is that? I could have done that.” He looked at me and said, “But you didn’t.” It never left my head. That artist did it and thought of it and created it. It was easy for me to have a 10-minute opinion, but I didn’t do it. I was like, “He’s damn right.”
    #had #clue #what #was #doing
    ‘I had no clue what I was doing’: Jennifer Meyer on how pushing through uncertainty leads to creativity
    Jennifer Meyer always knew she wanted to work in fashion. It probably comes, she says, from the hours she spent in her grandmother’s Santa Monica, California, apartment, playing with art supplies, and the small kiln her grandmother kept on the kitchen counter. “She did a lot of enameling,” says Meyer, an LA-based jewelry designer. “She had all of these colors and plaques to put things on; wiring. I would design things with her for fun; I have this love of design from her.”  Still, as the daughter of an entertainment executive, Meyer didn’t really have a road map for a career in design. She completed her education on the East Coast, studying child and family psychology, and landed her first job in magazines, which she ultimately parlayed to PR jobs at Giorgio Armani and Ralph Lauren. “I wanted to start my own thing,” says Meyer. “I had this idea for jewelry, but I had no idea how to do it.”  In 2005, Meyer made some basic sketches—her first a riff on a leaf design—and began knocking on doors, armed with equal parts curiosity and tenacity. So began the launch of her line, Jennifer Meyer Jewelry. Now, 20 years later, Meyer describes herself as self-taught. She’s leveraged her love of the natural world and her instincts for a simple, unfussy aesthetic to guide a business that’s become as popular with Jennifer Aniston and Meghan Markle as millennials and suburban fortysomethings.  If the door said jeweler, I knocked on it. I knew nothing. It was trial and error. I had a bad sketch of a leaf on paper. I had no clue what I was doing—which, by the way, as I look back was the best way to learn. I made a few pieces, and that’s how I understood what I was doing.   There is a Star Wars quote, “Do or do not; there is no try.” I started in 2005. My boyfriend at the time, who became my husband, said, “What do you want to do?” I said, ”I don’t know.” He said, “That’s a lie; Everybody wants a thing and we’re embarrassed to say it. You think you’re too old, or too young. What do you want to do? Act? Write? Work for NASA? It can be anything.” He said, “You have to say it out loud.” I said, “I want to design jewelry. I don’t know how to do it.”   When I started, I was doing everything from designing to FedEx. I was alone, and I did it all. I have such an amazing group of people I work with now. Now it’s shorthand: We can have one quick conversation and say, “Hey do you remember the leaf with the baguette diamonds?”  I like when things feel organized. When I walk into a room and I know where everything is . . . organization is inspiring to me.  As a business owner, I’m available 24/7. I don’t care what time you text me, I don’t care what time you call or email me. If it’s 11 p.m. on a Saturday and you work with me and you said, “Jen, do you have five minutes?” I have five minutes. Unless I’m sound asleep, other than that I am available. I do, though,still think it’s important to set boundaries to make you feel good, but I don’t have a boundary with my time.  I love a reminder. When someone says, “Just bumping this to the top of your emails. Or, hey, making sure you did this.” You cannot bug me. It is the greatest feeling in the world. Bother me until it’s finished.  I always get up by 7 a.m. I always make sure my kids are fed and out the door. They drive now, which is such a weird thing. I love to work out and I go to bed thinking about my coffee. I drink decaf. I used to have really bad panic attacks. They were debilitating. If I’m drinking caffeine first thing, that’s not good for anybody. I always have a book with me. Everything is written down. I have to write it down and I have to take a highlighter to it. That is it for me. That’s how I do things. When people have notes on their phones, it gives me hives.  Being creative is throwing it all out there, making mistakes and making it your own. How many times have you looked at something and thought, “I would never wear that, what is that? No.” And then, somehow six months later you’re around it enough and you see that woman whose aesthetic you love and you’re like, “I get it now.”  Hard work pays off. You have got to develop those relationships; you have to sit with people and get to know their wives and children and husbands. You have to get in there and spend the time and energy and the focus and you have to develop the same aesthetic, which is really challenging. Everyone has their own idea of how things should be made. It’s a lot of working together and explaining yourself and being clear. You talk about boundaries. Those that are the boundaries that are important. Clarity is kindness. I grew up going to art galleries with my dad. He loved going to galleries. I remember I was like 8 years old and he bought this art and it was on our wall. It was literally a green and blue triangle—nothing else. Half was blue and half was green. I remember saying to him, “What is that? I could have done that.” He looked at me and said, “But you didn’t.” It never left my head. That artist did it and thought of it and created it. It was easy for me to have a 10-minute opinion, but I didn’t do it. I was like, “He’s damn right.” #had #clue #what #was #doing
    WWW.FASTCOMPANY.COM
    ‘I had no clue what I was doing’: Jennifer Meyer on how pushing through uncertainty leads to creativity
    Jennifer Meyer always knew she wanted to work in fashion. It probably comes, she says, from the hours she spent in her grandmother’s Santa Monica, California, apartment, playing with art supplies, and the small kiln her grandmother kept on the kitchen counter. “She did a lot of enameling,” says Meyer, an LA-based jewelry designer. “She had all of these colors and plaques to put things on; wiring. I would design things with her for fun; I have this love of design from her.”  Still, as the daughter of an entertainment executive, Meyer didn’t really have a road map for a career in design. She completed her education on the East Coast, studying child and family psychology, and landed her first job in magazines, which she ultimately parlayed to PR jobs at Giorgio Armani and Ralph Lauren. “I wanted to start my own thing,” says Meyer. “I had this idea for jewelry, but I had no idea how to do it.”  In 2005, Meyer made some basic sketches—her first a riff on a leaf design—and began knocking on doors, armed with equal parts curiosity and tenacity. So began the launch of her line, Jennifer Meyer Jewelry. Now, 20 years later, Meyer describes herself as self-taught. She’s leveraged her love of the natural world and her instincts for a simple, unfussy aesthetic to guide a business that’s become as popular with Jennifer Aniston and Meghan Markle as millennials and suburban fortysomethings.  If the door said jeweler, I knocked on it. I knew nothing. It was trial and error. I had a bad sketch of a leaf on paper. I had no clue what I was doing—which, by the way, as I look back was the best way to learn. I made a few pieces, and that’s how I understood what I was doing.   There is a Star Wars quote, “Do or do not; there is no try.” I started in 2005. My boyfriend at the time, who became my husband, said, “What do you want to do?” I said, ”I don’t know.” He said, “That’s a lie; Everybody wants a thing and we’re embarrassed to say it. You think you’re too old, or too young. What do you want to do? Act? Write? Work for NASA? It can be anything.” He said, “You have to say it out loud.” I said, “I want to design jewelry. I don’t know how to do it.”   When I started, I was doing everything from designing to FedEx. I was alone, and I did it all. I have such an amazing group of people I work with now. Now it’s shorthand: We can have one quick conversation and say, “Hey do you remember the leaf with the baguette diamonds?”  I like when things feel organized. When I walk into a room and I know where everything is . . . organization is inspiring to me.  As a business owner, I’m available 24/7. I don’t care what time you text me, I don’t care what time you call or email me. If it’s 11 p.m. on a Saturday and you work with me and you said, “Jen, do you have five minutes?” I have five minutes. Unless I’m sound asleep, other than that I am available. I do, though, [I] still think it’s important to set boundaries to make you feel good, but I don’t have a boundary with my time.  I love a reminder. When someone says, “Just bumping this to the top of your emails. Or, hey, making sure you did this.” You cannot bug me. It is the greatest feeling in the world. Bother me until it’s finished.  I always get up by 7 a.m. I always make sure my kids are fed and out the door. They drive now, which is such a weird thing. I love to work out and I go to bed thinking about my coffee. I drink decaf. I used to have really bad panic attacks. They were debilitating. If I’m drinking caffeine first thing, that’s not good for anybody. I always have a book with me. Everything is written down. I have to write it down and I have to take a highlighter to it. That is it for me. That’s how I do things. When people have notes on their phones, it gives me hives.  Being creative is throwing it all out there, making mistakes and making it your own. How many times have you looked at something and thought, “I would never wear that, what is that? No.” And then, somehow six months later you’re around it enough and you see that woman whose aesthetic you love and you’re like, “I get it now.”  Hard work pays off. You have got to develop those relationships; you have to sit with people and get to know their wives and children and husbands. You have to get in there and spend the time and energy and the focus and you have to develop the same aesthetic, which is really challenging. Everyone has their own idea of how things should be made. It’s a lot of working together and explaining yourself and being clear. You talk about boundaries. Those that are the boundaries that are important. Clarity is kindness. I grew up going to art galleries with my dad. He loved going to galleries. I remember I was like 8 years old and he bought this art and it was on our wall. It was literally a green and blue triangle—nothing else. Half was blue and half was green. I remember saying to him, “What is that? I could have done that.” He looked at me and said, “But you didn’t.” It never left my head. That artist did it and thought of it and created it. It was easy for me to have a 10-minute opinion, but I didn’t do it. I was like, “He’s damn right.”
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  • Level up your code with game programming patterns

    If you have experience with object-oriented programming languages, then you’ve likely heard of the SOLID principles, MVP, singleton, factory, and observer patterns. Our new e-book highlights best practices for using these principles and patterns to create scalable game code architecture in your Unity project.For every software design issue you encounter, a thousand developers have been there before. Though you can’t always ask them directly for advice, you can learn from their decisions through design patterns.By implementing common, game programming design patterns in your Unity project, you can efficiently build and maintain a clean, organized, and readable codebase, which in turn, creates a solid foundation for scaling your game, development team, and business.In our community, we often hear that it can be intimidating to learn how to incorporate design patterns and principles, such as SOLID and KISS, into daily development. That’s why our free e-book, Level up your code with game programming patterns, explains well-known design patterns and shares practical examples for using them in your Unity project.Written by internal and external Unity experts, the e-book is a resource that can help expand your developer’s toolbox and accelerate your project’s success. Read on for a preview of what the guide entails.Design patterns are general solutions to common problems found in software engineering. These aren’t finished solutions you can copy and paste into your code, but extra tools that can help you build larger, scalable applications when used correctly.By integrating patterns consistently into your project, you can improve code readability and make your codebase cleaner. Design patterns not only reduce refactoring and the time spent testing, they speed up onboarding and development processes.However, every design pattern comes with tradeoffs, whether that means additional structures to maintain or more setup at the beginning. You’ll need to do a cost-benefit assessment to determine if the advantage justifies the extra work required. Of course, this assessment will vary based on your project.KISS stands for “keep it simple, stupid.” The aim of this principle is to avoid unnecessary complexity in a system, as simplicity helps drive greater levels of user acceptance and interaction.Note that “simple” does not equate to “easy.” Making something simple means making it focused. While you can create the same functionality without the patterns, something fast and easy doesn’t necessarily result in something simple.If you’re unsure whether a pattern applies to your particular issue, you might hold off until it feels like a more natural fit. Don’t use a pattern because it’s new or novel to you. Use it when you need it.It’s in this spirit that the e-book was created. Keep the guide handy as a source of inspiration for new ways of organizing your code – not as a strict set of rules for you to follow.Now, let’s turn to some of the key software design principles.SOLID is a mnemonic acronym for five core fundamentals of software design. You can think of them as five basic rules to keep in mind while coding, to ensure that object-oriented designs remain flexible and maintainable.The SOLID principles were first introduced by Robert C. Martin in the paper, Design Principles and Design Patterns. First published in 2000, the principles described are still applicable today, and to C# scripting in Unity:Single responsibility states that each module, class, or function is responsible for one thing and encapsulates only that part of the logic.Open-closed states that classes must be open for extension but closed for modification; that means structuring your classes to create new behavior without modifying the original code.Liskov substitution states that derived classes must be substitutable for their base class when using inheritance.Interface segregation states that no client should be forced to depend on methods it does not use. Clients should only implement what they need.Dependency inversion states that high-level modules should not import anything directly from low-level modules. Both should depend on abstractions.In the e-book, we provide illustrated examples of each principle with clear explanations for using them in Unity. In some cases, adhering to SOLID can result in additional work up front. You may need to refactor some of your functionality into abstractions or interfaces, but there is often a payoff in long-term savings.The principles have dominated software design for nearly two decades at the enterprise level because they’re so well-suited to large applications that scale. If you’re unsure about how to use them, refer back to the KISS principle. Keep it simple, and don’t try to force the principles into your scripts just for the sake of doing so. Let them organically work themselves into place through necessity.If you’re interested in learning more, check out the SOLID presentation from Unite Austin 2017 by Dan Sagmiller of Productive Edge.What’s the difference between a design principle and a design pattern? One way to answer that question is to consider SOLID as a framework for, or a foundational approach to, writing object-oriented code. While design patterns are solutions or tools you can implement to avoid everyday software problems, remember that they’re not off-the-shelf recipes – or for that matter, algorithms with specific steps for achieving specific results.A design pattern can be thought of as a blueprint. It’s a general plan that leaves the actual construction up to you. For instance, two programs can follow the same pattern but involve very different code.When developers encounter the same problem in the wild, many of them will inevitably come up with similar solutions. Once a solution is repeated enough times, someone might “discover” a pattern and formally give it a name.Many of today’s software design patterns stem from the seminal work, Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides. This book unpacks 23 such patterns identified in a variety of day-to-day applications.The original authors are often referred to as the “Gang of Four”,and you’ll also hear the original patterns dubbed the GoF patterns. While the examples cited are mostly in C++, you can apply their ideas to any object-oriented language, such as C#.Since the Gang of Four originally published Design Patterns in 1994, developers have since established dozens more object-oriented patterns in a variety of fields, including game development.While you can work as a game programmer without studying design patterns, learning them will help you become a better developer. After all, design patterns are labeled as such because they’re common solutions to well-known problems.Software engineers rediscover them all the time in the normal course of development. You may have already implemented some of these patterns unwittingly.Train yourself to look for them. Doing this can help you:Learn object-oriented programming: Design patterns aren’t secrets buried in an esoteric StackOverflow post. They are common ways to overcome everyday hurdles in development. They can inform you of how many other developers have approached the same issue – remember, even if you’re not using patterns, someone else is.Talk to other developers: Patterns can serve as a shorthand when trying to communicate as a team. Mention the “command pattern” or “object pool” and experienced Unity developers will know what you’re trying to implement.Explore new frameworks:When you import a built-in package or something from the Asset Store, inevitably you’ll stumble onto one or more patterns discussed here. Recognizing design patterns will help you understand how a new framework operates, as well as the thought process involved in its creation.As indicated earlier, not all design patterns apply to every game application. Don’t go looking for them with Maslow’s hammer; otherwise, you might only find nails.Like any other tool, a design pattern’s usefulness depends on context. Each one provides a benefit in certain situations and also comes with its share of drawbacks. Every decision in software development comes with compromises.Are you generating a lot of GameObjects on the fly? Does it impact your performance? Can restructuring your code fix that? Be aware of these design patterns, and when the time is right, pull them from your gamedev bag of tricks to solve the problem at hand.In addition to the Gang of Four’s Design Patterns, Game Programming Patterns by Robert Nystrom is another standout resource, currently available for free as a web-based edition. The author details a variety of software patterns in a no-nonsense manner.In our new e-book, you can dive into the sections that explain common design patterns, such as factory, object pool, singleton, command, state, and observer patterns, plus the Model View Presenter, among others. Each section explains the pattern along with its pros and cons, and provides an example of how to implement it in Unity so you can optimize its usage in your project.Unity already implements several established gamedev patterns, saving you the trouble of writing them yourself. These include:Game loop: At the core of all games is an infinite loop that must function independently of clock speed, since the hardware that powers a game application can vary greatly. To account for computers of different speeds, game developers often need to use a fixed timestepand a variable timestep where the engine measures how much time has passed since the previous frame.

    Unity takes care of this, so you don’t have to implement it yourself. You only need to manage gameplay using MonoBehaviour methods like Update, LateUpdate, and FixedUpdate.
    Update: In your game application, you’ll often update each object’s behavior one frame at a time. While you can manually recreate this in Unity, the MonoBehaviour class does this automatically. Use the appropriate Update, LateUpdate, or FixedUpdate methods to modify your GameObjects and components to one tick of the game clock.Prototype: Often you need to copy objects without affecting the original. This creational pattern solves the problem of duplicating and cloning an object to make other objects similar to itself. This way you avoid defining a separate class to spawn every type of object in your game.

    Unity’s Prefab system implements a form of prototyping for GameObjects. This allows you to duplicate a template object complete with its components. Override specific properties to create Prefab Variants or nest Prefabs inside other Prefabs to create hierarchies. Use a special Prefab editing mode to edit Prefabs in isolation or in context.
    Component:Most people working in Unity know this pattern. Instead of creating large classes with multiple responsibilities, build smaller components that each do one thing.

    If you use composition to pick and choose components, you can combine them for complex behavior. Add Rigidbody and Collider components for physics, or a MeshFilter and MeshRenderer for 3D geometry. Each GameObject is only as rich and unique as its collection of components.Both the e-book and a sample project on the use of design patterns are available now to download for free. Review the examples and decide which design pattern best suits your project. As you gain experience with them, you’ll recognize how and when they can enhance your development process. As always, we encourage you to visit the forum thread and let us know what you think of the e-book and sample.
    #level #your #code #with #game
    Level up your code with game programming patterns
    If you have experience with object-oriented programming languages, then you’ve likely heard of the SOLID principles, MVP, singleton, factory, and observer patterns. Our new e-book highlights best practices for using these principles and patterns to create scalable game code architecture in your Unity project.For every software design issue you encounter, a thousand developers have been there before. Though you can’t always ask them directly for advice, you can learn from their decisions through design patterns.By implementing common, game programming design patterns in your Unity project, you can efficiently build and maintain a clean, organized, and readable codebase, which in turn, creates a solid foundation for scaling your game, development team, and business.In our community, we often hear that it can be intimidating to learn how to incorporate design patterns and principles, such as SOLID and KISS, into daily development. That’s why our free e-book, Level up your code with game programming patterns, explains well-known design patterns and shares practical examples for using them in your Unity project.Written by internal and external Unity experts, the e-book is a resource that can help expand your developer’s toolbox and accelerate your project’s success. Read on for a preview of what the guide entails.Design patterns are general solutions to common problems found in software engineering. These aren’t finished solutions you can copy and paste into your code, but extra tools that can help you build larger, scalable applications when used correctly.By integrating patterns consistently into your project, you can improve code readability and make your codebase cleaner. Design patterns not only reduce refactoring and the time spent testing, they speed up onboarding and development processes.However, every design pattern comes with tradeoffs, whether that means additional structures to maintain or more setup at the beginning. You’ll need to do a cost-benefit assessment to determine if the advantage justifies the extra work required. Of course, this assessment will vary based on your project.KISS stands for “keep it simple, stupid.” The aim of this principle is to avoid unnecessary complexity in a system, as simplicity helps drive greater levels of user acceptance and interaction.Note that “simple” does not equate to “easy.” Making something simple means making it focused. While you can create the same functionality without the patterns, something fast and easy doesn’t necessarily result in something simple.If you’re unsure whether a pattern applies to your particular issue, you might hold off until it feels like a more natural fit. Don’t use a pattern because it’s new or novel to you. Use it when you need it.It’s in this spirit that the e-book was created. Keep the guide handy as a source of inspiration for new ways of organizing your code – not as a strict set of rules for you to follow.Now, let’s turn to some of the key software design principles.SOLID is a mnemonic acronym for five core fundamentals of software design. You can think of them as five basic rules to keep in mind while coding, to ensure that object-oriented designs remain flexible and maintainable.The SOLID principles were first introduced by Robert C. Martin in the paper, Design Principles and Design Patterns. First published in 2000, the principles described are still applicable today, and to C# scripting in Unity:Single responsibility states that each module, class, or function is responsible for one thing and encapsulates only that part of the logic.Open-closed states that classes must be open for extension but closed for modification; that means structuring your classes to create new behavior without modifying the original code.Liskov substitution states that derived classes must be substitutable for their base class when using inheritance.Interface segregation states that no client should be forced to depend on methods it does not use. Clients should only implement what they need.Dependency inversion states that high-level modules should not import anything directly from low-level modules. Both should depend on abstractions.In the e-book, we provide illustrated examples of each principle with clear explanations for using them in Unity. In some cases, adhering to SOLID can result in additional work up front. You may need to refactor some of your functionality into abstractions or interfaces, but there is often a payoff in long-term savings.The principles have dominated software design for nearly two decades at the enterprise level because they’re so well-suited to large applications that scale. If you’re unsure about how to use them, refer back to the KISS principle. Keep it simple, and don’t try to force the principles into your scripts just for the sake of doing so. Let them organically work themselves into place through necessity.If you’re interested in learning more, check out the SOLID presentation from Unite Austin 2017 by Dan Sagmiller of Productive Edge.What’s the difference between a design principle and a design pattern? One way to answer that question is to consider SOLID as a framework for, or a foundational approach to, writing object-oriented code. While design patterns are solutions or tools you can implement to avoid everyday software problems, remember that they’re not off-the-shelf recipes – or for that matter, algorithms with specific steps for achieving specific results.A design pattern can be thought of as a blueprint. It’s a general plan that leaves the actual construction up to you. For instance, two programs can follow the same pattern but involve very different code.When developers encounter the same problem in the wild, many of them will inevitably come up with similar solutions. Once a solution is repeated enough times, someone might “discover” a pattern and formally give it a name.Many of today’s software design patterns stem from the seminal work, Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides. This book unpacks 23 such patterns identified in a variety of day-to-day applications.The original authors are often referred to as the “Gang of Four”,and you’ll also hear the original patterns dubbed the GoF patterns. While the examples cited are mostly in C++, you can apply their ideas to any object-oriented language, such as C#.Since the Gang of Four originally published Design Patterns in 1994, developers have since established dozens more object-oriented patterns in a variety of fields, including game development.While you can work as a game programmer without studying design patterns, learning them will help you become a better developer. After all, design patterns are labeled as such because they’re common solutions to well-known problems.Software engineers rediscover them all the time in the normal course of development. You may have already implemented some of these patterns unwittingly.Train yourself to look for them. Doing this can help you:Learn object-oriented programming: Design patterns aren’t secrets buried in an esoteric StackOverflow post. They are common ways to overcome everyday hurdles in development. They can inform you of how many other developers have approached the same issue – remember, even if you’re not using patterns, someone else is.Talk to other developers: Patterns can serve as a shorthand when trying to communicate as a team. Mention the “command pattern” or “object pool” and experienced Unity developers will know what you’re trying to implement.Explore new frameworks:When you import a built-in package or something from the Asset Store, inevitably you’ll stumble onto one or more patterns discussed here. Recognizing design patterns will help you understand how a new framework operates, as well as the thought process involved in its creation.As indicated earlier, not all design patterns apply to every game application. Don’t go looking for them with Maslow’s hammer; otherwise, you might only find nails.Like any other tool, a design pattern’s usefulness depends on context. Each one provides a benefit in certain situations and also comes with its share of drawbacks. Every decision in software development comes with compromises.Are you generating a lot of GameObjects on the fly? Does it impact your performance? Can restructuring your code fix that? Be aware of these design patterns, and when the time is right, pull them from your gamedev bag of tricks to solve the problem at hand.In addition to the Gang of Four’s Design Patterns, Game Programming Patterns by Robert Nystrom is another standout resource, currently available for free as a web-based edition. The author details a variety of software patterns in a no-nonsense manner.In our new e-book, you can dive into the sections that explain common design patterns, such as factory, object pool, singleton, command, state, and observer patterns, plus the Model View Presenter, among others. Each section explains the pattern along with its pros and cons, and provides an example of how to implement it in Unity so you can optimize its usage in your project.Unity already implements several established gamedev patterns, saving you the trouble of writing them yourself. These include:Game loop: At the core of all games is an infinite loop that must function independently of clock speed, since the hardware that powers a game application can vary greatly. To account for computers of different speeds, game developers often need to use a fixed timestepand a variable timestep where the engine measures how much time has passed since the previous frame. Unity takes care of this, so you don’t have to implement it yourself. You only need to manage gameplay using MonoBehaviour methods like Update, LateUpdate, and FixedUpdate. Update: In your game application, you’ll often update each object’s behavior one frame at a time. While you can manually recreate this in Unity, the MonoBehaviour class does this automatically. Use the appropriate Update, LateUpdate, or FixedUpdate methods to modify your GameObjects and components to one tick of the game clock.Prototype: Often you need to copy objects without affecting the original. This creational pattern solves the problem of duplicating and cloning an object to make other objects similar to itself. This way you avoid defining a separate class to spawn every type of object in your game. Unity’s Prefab system implements a form of prototyping for GameObjects. This allows you to duplicate a template object complete with its components. Override specific properties to create Prefab Variants or nest Prefabs inside other Prefabs to create hierarchies. Use a special Prefab editing mode to edit Prefabs in isolation or in context. Component:Most people working in Unity know this pattern. Instead of creating large classes with multiple responsibilities, build smaller components that each do one thing. If you use composition to pick and choose components, you can combine them for complex behavior. Add Rigidbody and Collider components for physics, or a MeshFilter and MeshRenderer for 3D geometry. Each GameObject is only as rich and unique as its collection of components.Both the e-book and a sample project on the use of design patterns are available now to download for free. Review the examples and decide which design pattern best suits your project. As you gain experience with them, you’ll recognize how and when they can enhance your development process. As always, we encourage you to visit the forum thread and let us know what you think of the e-book and sample. #level #your #code #with #game
    UNITY.COM
    Level up your code with game programming patterns
    If you have experience with object-oriented programming languages, then you’ve likely heard of the SOLID principles, MVP, singleton, factory, and observer patterns. Our new e-book highlights best practices for using these principles and patterns to create scalable game code architecture in your Unity project.For every software design issue you encounter, a thousand developers have been there before. Though you can’t always ask them directly for advice, you can learn from their decisions through design patterns.By implementing common, game programming design patterns in your Unity project, you can efficiently build and maintain a clean, organized, and readable codebase, which in turn, creates a solid foundation for scaling your game, development team, and business.In our community, we often hear that it can be intimidating to learn how to incorporate design patterns and principles, such as SOLID and KISS, into daily development. That’s why our free e-book, Level up your code with game programming patterns, explains well-known design patterns and shares practical examples for using them in your Unity project.Written by internal and external Unity experts, the e-book is a resource that can help expand your developer’s toolbox and accelerate your project’s success. Read on for a preview of what the guide entails.Design patterns are general solutions to common problems found in software engineering. These aren’t finished solutions you can copy and paste into your code, but extra tools that can help you build larger, scalable applications when used correctly.By integrating patterns consistently into your project, you can improve code readability and make your codebase cleaner. Design patterns not only reduce refactoring and the time spent testing, they speed up onboarding and development processes.However, every design pattern comes with tradeoffs, whether that means additional structures to maintain or more setup at the beginning. You’ll need to do a cost-benefit assessment to determine if the advantage justifies the extra work required. Of course, this assessment will vary based on your project.KISS stands for “keep it simple, stupid.” The aim of this principle is to avoid unnecessary complexity in a system, as simplicity helps drive greater levels of user acceptance and interaction.Note that “simple” does not equate to “easy.” Making something simple means making it focused. While you can create the same functionality without the patterns (and often more quickly), something fast and easy doesn’t necessarily result in something simple.If you’re unsure whether a pattern applies to your particular issue, you might hold off until it feels like a more natural fit. Don’t use a pattern because it’s new or novel to you. Use it when you need it.It’s in this spirit that the e-book was created. Keep the guide handy as a source of inspiration for new ways of organizing your code – not as a strict set of rules for you to follow.Now, let’s turn to some of the key software design principles.SOLID is a mnemonic acronym for five core fundamentals of software design. You can think of them as five basic rules to keep in mind while coding, to ensure that object-oriented designs remain flexible and maintainable.The SOLID principles were first introduced by Robert C. Martin in the paper, Design Principles and Design Patterns. First published in 2000, the principles described are still applicable today, and to C# scripting in Unity:Single responsibility states that each module, class, or function is responsible for one thing and encapsulates only that part of the logic.Open-closed states that classes must be open for extension but closed for modification; that means structuring your classes to create new behavior without modifying the original code.Liskov substitution states that derived classes must be substitutable for their base class when using inheritance.Interface segregation states that no client should be forced to depend on methods it does not use. Clients should only implement what they need.Dependency inversion states that high-level modules should not import anything directly from low-level modules. Both should depend on abstractions.In the e-book, we provide illustrated examples of each principle with clear explanations for using them in Unity. In some cases, adhering to SOLID can result in additional work up front. You may need to refactor some of your functionality into abstractions or interfaces, but there is often a payoff in long-term savings.The principles have dominated software design for nearly two decades at the enterprise level because they’re so well-suited to large applications that scale. If you’re unsure about how to use them, refer back to the KISS principle. Keep it simple, and don’t try to force the principles into your scripts just for the sake of doing so. Let them organically work themselves into place through necessity.If you’re interested in learning more, check out the SOLID presentation from Unite Austin 2017 by Dan Sagmiller of Productive Edge.What’s the difference between a design principle and a design pattern? One way to answer that question is to consider SOLID as a framework for, or a foundational approach to, writing object-oriented code. While design patterns are solutions or tools you can implement to avoid everyday software problems, remember that they’re not off-the-shelf recipes – or for that matter, algorithms with specific steps for achieving specific results.A design pattern can be thought of as a blueprint. It’s a general plan that leaves the actual construction up to you. For instance, two programs can follow the same pattern but involve very different code.When developers encounter the same problem in the wild, many of them will inevitably come up with similar solutions. Once a solution is repeated enough times, someone might “discover” a pattern and formally give it a name.Many of today’s software design patterns stem from the seminal work, Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides. This book unpacks 23 such patterns identified in a variety of day-to-day applications.The original authors are often referred to as the “Gang of Four” (GoF),and you’ll also hear the original patterns dubbed the GoF patterns. While the examples cited are mostly in C++ (and Smalltalk), you can apply their ideas to any object-oriented language, such as C#.Since the Gang of Four originally published Design Patterns in 1994, developers have since established dozens more object-oriented patterns in a variety of fields, including game development.While you can work as a game programmer without studying design patterns, learning them will help you become a better developer. After all, design patterns are labeled as such because they’re common solutions to well-known problems.Software engineers rediscover them all the time in the normal course of development. You may have already implemented some of these patterns unwittingly.Train yourself to look for them. Doing this can help you:Learn object-oriented programming: Design patterns aren’t secrets buried in an esoteric StackOverflow post. They are common ways to overcome everyday hurdles in development. They can inform you of how many other developers have approached the same issue – remember, even if you’re not using patterns, someone else is.Talk to other developers: Patterns can serve as a shorthand when trying to communicate as a team. Mention the “command pattern” or “object pool” and experienced Unity developers will know what you’re trying to implement.Explore new frameworks:When you import a built-in package or something from the Asset Store, inevitably you’ll stumble onto one or more patterns discussed here. Recognizing design patterns will help you understand how a new framework operates, as well as the thought process involved in its creation.As indicated earlier, not all design patterns apply to every game application. Don’t go looking for them with Maslow’s hammer; otherwise, you might only find nails.Like any other tool, a design pattern’s usefulness depends on context. Each one provides a benefit in certain situations and also comes with its share of drawbacks. Every decision in software development comes with compromises.Are you generating a lot of GameObjects on the fly? Does it impact your performance? Can restructuring your code fix that? Be aware of these design patterns, and when the time is right, pull them from your gamedev bag of tricks to solve the problem at hand.In addition to the Gang of Four’s Design Patterns, Game Programming Patterns by Robert Nystrom is another standout resource, currently available for free as a web-based edition. The author details a variety of software patterns in a no-nonsense manner.In our new e-book, you can dive into the sections that explain common design patterns, such as factory, object pool, singleton, command, state, and observer patterns, plus the Model View Presenter (MVP), among others. Each section explains the pattern along with its pros and cons, and provides an example of how to implement it in Unity so you can optimize its usage in your project.Unity already implements several established gamedev patterns, saving you the trouble of writing them yourself. These include:Game loop: At the core of all games is an infinite loop that must function independently of clock speed, since the hardware that powers a game application can vary greatly. To account for computers of different speeds, game developers often need to use a fixed timestep (with a set frames-per-second) and a variable timestep where the engine measures how much time has passed since the previous frame. Unity takes care of this, so you don’t have to implement it yourself. You only need to manage gameplay using MonoBehaviour methods like Update, LateUpdate, and FixedUpdate. Update: In your game application, you’ll often update each object’s behavior one frame at a time. While you can manually recreate this in Unity, the MonoBehaviour class does this automatically. Use the appropriate Update, LateUpdate, or FixedUpdate methods to modify your GameObjects and components to one tick of the game clock.Prototype: Often you need to copy objects without affecting the original. This creational pattern solves the problem of duplicating and cloning an object to make other objects similar to itself. This way you avoid defining a separate class to spawn every type of object in your game. Unity’s Prefab system implements a form of prototyping for GameObjects. This allows you to duplicate a template object complete with its components. Override specific properties to create Prefab Variants or nest Prefabs inside other Prefabs to create hierarchies. Use a special Prefab editing mode to edit Prefabs in isolation or in context. Component:Most people working in Unity know this pattern. Instead of creating large classes with multiple responsibilities, build smaller components that each do one thing. If you use composition to pick and choose components, you can combine them for complex behavior. Add Rigidbody and Collider components for physics, or a MeshFilter and MeshRenderer for 3D geometry. Each GameObject is only as rich and unique as its collection of components.Both the e-book and a sample project on the use of design patterns are available now to download for free. Review the examples and decide which design pattern best suits your project. As you gain experience with them, you’ll recognize how and when they can enhance your development process. As always, we encourage you to visit the forum thread and let us know what you think of the e-book and sample.
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  • Fear Street: Prom Queen Improves Netflix’s YA Horror Series

    This article contains spoilers for Fear Street: Prom Queen
    Right before the first kill of Fear Street: Prom Queen, viewers get a montage of sounds and images appropriate to the movie’s 1988 setting. Accompanied by Billy Idol’s “White Wedding,” we see mean girl Tiffany Falconerprepping for prom, cool girl Christy Renaultbuying drugs, and protagonist Lori Grangertrying on her dress. Included in this sequence is a shot of moviegoers watching Phantasm II, the cult classic from director Don Coscarelli. Onscreen, we see one of that ’80s film’s standout scenes, where flying silver balls launched by the evil Tall Mansoar across a hallway before lodging into the head of a victim.

    By this point, such homages are an expected part of the Fear Street franchise, based on the YA novels by R.L. Stine. The first three movies, all directed by Leigh Janiak, feature multiple references to previous horror movies. But the Phantasm II nod in Prom Queen does more than provide further watch suggestions for Fear Street‘s intended audience, young teens new to the horror genre. It also points to the important fundamentals of horror filmmaking, which is something sometimes lost in the more frantic original trilogy. As in Coscarelli’s movie, Prom Queen uses a deliberate pace and clear spacial arrangement to make its kills legible, thereby heightening the experience beyond jump scares and references.
    It makes for a better horror experience.

    Two Types of Killing
    Palmer’s approach can be seen in the scene directly following the montage. The scene opens with a mid-range shot of Greenblatt’s cool girl standing next to the sports car driven by her drug dealers. The camera stays pretty tight on her as she finishes her transaction and walks off. When she crosses a bridge to the parking lot where she’ll meet her end though, the visual language changes.
    A wide shot captures Christy as she crosses a bridge, the soft orange light from the post above her providing a tranquil mood. That continues into the next shot where our victim walks happily through an empty parking lot. The tone shifts suddenly with a hard cut to a close up of Christy as she stops, and the camera moves around her as she looks around. A cut back to a wide shot shows that she is largely alone and trapped on three sides. Brick buildings and trucks surround her on all corners.
    So when a figure arrives in a foreground of one of the wide shots and an axe drops into frame, we understand Christy’s predicament. She’s utterly alone, save for this person who’s come to kill her. And the killer stands in front of her one means of escape. Christy doesn’t see the killer before the axe blade lands in her neck, but we viewers do. In fact, the camera stays with the killer up until the attack, cutting only briefly back to Christy’s perspective. Even as the killer chops at the pleading girl, the camera returns to a brief wide shot to show how her cries will go unanswered.
    Contrast this kill to the opening scene of the first entry, Fear Street: 1994, in which a slasher in a mask and hood stalks bookseller Heather. Director Janiak uses the aisles of the mall storefronts where the attack takes place to to build tension. We never really know where the killer is in relationship to Heather, even when closeups show the characters in full. Thus the attacks are all shocks, with the killercoming out of nowhere to surprise the viewer.
    There’s nothing inherently wrong with this style. Janiak is a good filmmaker, and her excellent debut picture Honeymoon demonstrates that she knows how to build dread and mood. But with Fear Street, Janiak chooses shocks over scares, with the killers constantly jumping out at the victims. Such energetic moviemaking gets a jolt from viewers but ultimately operates as shorthand, giving us the quick payoff of a scary scene without making us wait through the buildup.
    Prom Queen is all about the fundamentals of building a scary scene. In the bloody art room sequence, perhaps the most memorable moment, the camera lays out the geography of the space before we see the killer use a paper cutter to sever a jock’s arms. A tracking shot follows the jock Bobbyand his girlfriend Lindaas they enter the room, keeping them in the center of the frame while also showing the points of exit and the objects in the room. Linda gets killed off-screen, moving out of frame and into the darkness. When she returns, holding the entrails spilling from a wound in her stomach, we see not only the room, but also start looking for the instruments that can do such damage.

    So when the killer stymies Bobby’s counterattack by slamming his arm on a table, we’re not seeing the paper cutter for the first time. But we do feel a sense of dread when we realize the proximity between Bobby’s hand and the cutter, a dread that gets consummated when he starts chopping away.

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    It’s that sense of dread that makes horror so powerful. The actual kill can surprise us or disgust us, and Fear Street does that well. But the kill can also provide a sense of relief because it’s all so knowable. We no longer fear the potential for a character’s death because it has arrived. We may hate it and it may upset us, but it doesn’t scare us.
    A Legacy of Death
    With its more intentional pace and excellent spacial awareness, Prom Queen spends more time building dread. Drawing from masters like Coscarelliand pulling from the Italian giallo tradition that inspired the American slasher, director Matt Palmer grounds Prom Queen in a larger horror tradition.
    Palmer shows his young audience not just the cool movies they can check out after watching the latest Fear Street. He also shows them how to watch these movies; the fundamentals of horror filmmaking that provide the building blocks of the genre. Thanks to its well-constructed and well-paced kill scenes, Prom Queen goes beyond referencing the 1980s and looks at the history of horror and educates the next generation of horror fans.

    Fear Street: Prom Queen streams on Netlfix on May 23, 2025.
    #fear #street #prom #queen #improves
    Fear Street: Prom Queen Improves Netflix’s YA Horror Series
    This article contains spoilers for Fear Street: Prom Queen Right before the first kill of Fear Street: Prom Queen, viewers get a montage of sounds and images appropriate to the movie’s 1988 setting. Accompanied by Billy Idol’s “White Wedding,” we see mean girl Tiffany Falconerprepping for prom, cool girl Christy Renaultbuying drugs, and protagonist Lori Grangertrying on her dress. Included in this sequence is a shot of moviegoers watching Phantasm II, the cult classic from director Don Coscarelli. Onscreen, we see one of that ’80s film’s standout scenes, where flying silver balls launched by the evil Tall Mansoar across a hallway before lodging into the head of a victim. By this point, such homages are an expected part of the Fear Street franchise, based on the YA novels by R.L. Stine. The first three movies, all directed by Leigh Janiak, feature multiple references to previous horror movies. But the Phantasm II nod in Prom Queen does more than provide further watch suggestions for Fear Street‘s intended audience, young teens new to the horror genre. It also points to the important fundamentals of horror filmmaking, which is something sometimes lost in the more frantic original trilogy. As in Coscarelli’s movie, Prom Queen uses a deliberate pace and clear spacial arrangement to make its kills legible, thereby heightening the experience beyond jump scares and references. It makes for a better horror experience. Two Types of Killing Palmer’s approach can be seen in the scene directly following the montage. The scene opens with a mid-range shot of Greenblatt’s cool girl standing next to the sports car driven by her drug dealers. The camera stays pretty tight on her as she finishes her transaction and walks off. When she crosses a bridge to the parking lot where she’ll meet her end though, the visual language changes. A wide shot captures Christy as she crosses a bridge, the soft orange light from the post above her providing a tranquil mood. That continues into the next shot where our victim walks happily through an empty parking lot. The tone shifts suddenly with a hard cut to a close up of Christy as she stops, and the camera moves around her as she looks around. A cut back to a wide shot shows that she is largely alone and trapped on three sides. Brick buildings and trucks surround her on all corners. So when a figure arrives in a foreground of one of the wide shots and an axe drops into frame, we understand Christy’s predicament. She’s utterly alone, save for this person who’s come to kill her. And the killer stands in front of her one means of escape. Christy doesn’t see the killer before the axe blade lands in her neck, but we viewers do. In fact, the camera stays with the killer up until the attack, cutting only briefly back to Christy’s perspective. Even as the killer chops at the pleading girl, the camera returns to a brief wide shot to show how her cries will go unanswered. Contrast this kill to the opening scene of the first entry, Fear Street: 1994, in which a slasher in a mask and hood stalks bookseller Heather. Director Janiak uses the aisles of the mall storefronts where the attack takes place to to build tension. We never really know where the killer is in relationship to Heather, even when closeups show the characters in full. Thus the attacks are all shocks, with the killercoming out of nowhere to surprise the viewer. There’s nothing inherently wrong with this style. Janiak is a good filmmaker, and her excellent debut picture Honeymoon demonstrates that she knows how to build dread and mood. But with Fear Street, Janiak chooses shocks over scares, with the killers constantly jumping out at the victims. Such energetic moviemaking gets a jolt from viewers but ultimately operates as shorthand, giving us the quick payoff of a scary scene without making us wait through the buildup. Prom Queen is all about the fundamentals of building a scary scene. In the bloody art room sequence, perhaps the most memorable moment, the camera lays out the geography of the space before we see the killer use a paper cutter to sever a jock’s arms. A tracking shot follows the jock Bobbyand his girlfriend Lindaas they enter the room, keeping them in the center of the frame while also showing the points of exit and the objects in the room. Linda gets killed off-screen, moving out of frame and into the darkness. When she returns, holding the entrails spilling from a wound in her stomach, we see not only the room, but also start looking for the instruments that can do such damage. So when the killer stymies Bobby’s counterattack by slamming his arm on a table, we’re not seeing the paper cutter for the first time. But we do feel a sense of dread when we realize the proximity between Bobby’s hand and the cutter, a dread that gets consummated when he starts chopping away. Join our mailing list Get the best of Den of Geek delivered right to your inbox! It’s that sense of dread that makes horror so powerful. The actual kill can surprise us or disgust us, and Fear Street does that well. But the kill can also provide a sense of relief because it’s all so knowable. We no longer fear the potential for a character’s death because it has arrived. We may hate it and it may upset us, but it doesn’t scare us. A Legacy of Death With its more intentional pace and excellent spacial awareness, Prom Queen spends more time building dread. Drawing from masters like Coscarelliand pulling from the Italian giallo tradition that inspired the American slasher, director Matt Palmer grounds Prom Queen in a larger horror tradition. Palmer shows his young audience not just the cool movies they can check out after watching the latest Fear Street. He also shows them how to watch these movies; the fundamentals of horror filmmaking that provide the building blocks of the genre. Thanks to its well-constructed and well-paced kill scenes, Prom Queen goes beyond referencing the 1980s and looks at the history of horror and educates the next generation of horror fans. Fear Street: Prom Queen streams on Netlfix on May 23, 2025. #fear #street #prom #queen #improves
    WWW.DENOFGEEK.COM
    Fear Street: Prom Queen Improves Netflix’s YA Horror Series
    This article contains spoilers for Fear Street: Prom Queen Right before the first kill of Fear Street: Prom Queen, viewers get a montage of sounds and images appropriate to the movie’s 1988 setting. Accompanied by Billy Idol’s “White Wedding,” we see mean girl Tiffany Falconer (Fina Strazza) prepping for prom, cool girl Christy Renault (Ariana Greenblatt) buying drugs, and protagonist Lori Granger (India Fowler) trying on her dress. Included in this sequence is a shot of moviegoers watching Phantasm II, the cult classic from director Don Coscarelli. Onscreen, we see one of that ’80s film’s standout scenes, where flying silver balls launched by the evil Tall Man (Angus Scrimm) soar across a hallway before lodging into the head of a victim. By this point, such homages are an expected part of the Fear Street franchise, based on the YA novels by R.L. Stine. The first three movies, all directed by Leigh Janiak, feature multiple references to previous horror movies. But the Phantasm II nod in Prom Queen does more than provide further watch suggestions for Fear Street‘s intended audience, young teens new to the horror genre. It also points to the important fundamentals of horror filmmaking, which is something sometimes lost in the more frantic original trilogy. As in Coscarelli’s movie, Prom Queen uses a deliberate pace and clear spacial arrangement to make its kills legible, thereby heightening the experience beyond jump scares and references. It makes for a better horror experience. Two Types of Killing Palmer’s approach can be seen in the scene directly following the montage. The scene opens with a mid-range shot of Greenblatt’s cool girl standing next to the sports car driven by her drug dealers. The camera stays pretty tight on her as she finishes her transaction and walks off. When she crosses a bridge to the parking lot where she’ll meet her end though, the visual language changes. A wide shot captures Christy as she crosses a bridge, the soft orange light from the post above her providing a tranquil mood. That continues into the next shot where our victim walks happily through an empty parking lot. The tone shifts suddenly with a hard cut to a close up of Christy as she stops, and the camera moves around her as she looks around. A cut back to a wide shot shows that she is largely alone and trapped on three sides. Brick buildings and trucks surround her on all corners. So when a figure arrives in a foreground of one of the wide shots and an axe drops into frame, we understand Christy’s predicament. She’s utterly alone, save for this person who’s come to kill her. And the killer stands in front of her one means of escape. Christy doesn’t see the killer before the axe blade lands in her neck, but we viewers do. In fact, the camera stays with the killer up until the attack, cutting only briefly back to Christy’s perspective. Even as the killer chops at the pleading girl, the camera returns to a brief wide shot to show how her cries will go unanswered. Contrast this kill to the opening scene of the first entry, Fear Street: 1994, in which a slasher in a mask and hood stalks bookseller Heather (Maya Hawke). Director Janiak uses the aisles of the mall storefronts where the attack takes place to to build tension. We never really know where the killer is in relationship to Heather, even when closeups show the characters in full. Thus the attacks are all shocks, with the killer (and in one case, a counterattacking Heather) coming out of nowhere to surprise the viewer. There’s nothing inherently wrong with this style. Janiak is a good filmmaker, and her excellent debut picture Honeymoon demonstrates that she knows how to build dread and mood. But with Fear Street, Janiak chooses shocks over scares, with the killers constantly jumping out at the victims. Such energetic moviemaking gets a jolt from viewers but ultimately operates as shorthand, giving us the quick payoff of a scary scene without making us wait through the buildup. Prom Queen is all about the fundamentals of building a scary scene. In the bloody art room sequence, perhaps the most memorable moment, the camera lays out the geography of the space before we see the killer use a paper cutter to sever a jock’s arms. A tracking shot follows the jock Bobby (Dakota Taylor) and his girlfriend Linda (Ilan O’Driscoll) as they enter the room, keeping them in the center of the frame while also showing the points of exit and the objects in the room. Linda gets killed off-screen, moving out of frame and into the darkness. When she returns, holding the entrails spilling from a wound in her stomach, we see not only the room, but also start looking for the instruments that can do such damage. So when the killer stymies Bobby’s counterattack by slamming his arm on a table, we’re not seeing the paper cutter for the first time. But we do feel a sense of dread when we realize the proximity between Bobby’s hand and the cutter, a dread that gets consummated when he starts chopping away. Join our mailing list Get the best of Den of Geek delivered right to your inbox! It’s that sense of dread that makes horror so powerful. The actual kill can surprise us or disgust us, and Fear Street does that well (remember the improbable head in a bread slicer kill from 1994?). But the kill can also provide a sense of relief because it’s all so knowable. We no longer fear the potential for a character’s death because it has arrived. We may hate it and it may upset us, but it doesn’t scare us. A Legacy of Death With its more intentional pace and excellent spacial awareness, Prom Queen spends more time building dread. Drawing from masters like Coscarelli (who certainly loved a good jump scare from time to time) and pulling from the Italian giallo tradition that inspired the American slasher, director Matt Palmer grounds Prom Queen in a larger horror tradition. Palmer shows his young audience not just the cool movies they can check out after watching the latest Fear Street. He also shows them how to watch these movies; the fundamentals of horror filmmaking that provide the building blocks of the genre. Thanks to its well-constructed and well-paced kill scenes, Prom Queen goes beyond referencing the 1980s and looks at the history of horror and educates the next generation of horror fans. Fear Street: Prom Queen streams on Netlfix on May 23, 2025.
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  • The dark Pac-Man Metroidvania secretly has what I can only describe as Pac-Man Championship Edition 3 hidden inside of it

    Bandai Namco’s bold new take on Pac-Man — the 2D action platformer known as Shadow Labyrinth — has a secret: Despite being a grim sci-fi, Metroid-inspired game that looks nothing like a traditional Pac-Man sequel, there’s actual real Pac-Man gameplay in here. A new trailer for Shadow Labyrinth reveals the Maze, a portion of the game that for shorthand purposes looks a hell of a lot like Pac-Man Championship Edition 3.

    The core gameplay of Shadow Labyrinth has players controlling a mysterious warrior named Swordsman No. 8, who is accompanied by a Pac-Man shaped guide named Puck, battling to become the apex predator of an alien planet. But at certain points in Shadow Labyrinth, you’ll play honest-to-goodness Pac-Man maze levels that draw inspiration from the Championship Edition line of pellet- and ghost-chomping games. Shadow Labyrinth’s take on Pac-Man gameplay adds to the Championship Edition formula, with jumping, boost pads, giant ghost boss battles, and a variety of maze types.

    In other words, if Shadow Labyrinth hasn’t quite done it for you thus far, it might be worth checking in on your feelings after watching the game’s new trailer.

    Bandai Namco revealed Shadow Labyrinth at last year’s Game Awards. But before that, the game publisher teased a darker, bloodier take on Pac-Man in the form of an animated short in Prime Video’s Secret Level anthology series. Shadow Labyrinth doesn’t appear to be quite as gory as Secret Level’s “Circle,” but it’s definitely a swerve for Pac-Man.

    Shadow Labyrinth will be released on July 18, for Nintendo Switch, Nintendo Switch 2, PlayStation 5, Windows PC, and Xbox Series X.
    #dark #pacman #metroidvania #secretly #has
    The dark Pac-Man Metroidvania secretly has what I can only describe as Pac-Man Championship Edition 3 hidden inside of it
    Bandai Namco’s bold new take on Pac-Man — the 2D action platformer known as Shadow Labyrinth — has a secret: Despite being a grim sci-fi, Metroid-inspired game that looks nothing like a traditional Pac-Man sequel, there’s actual real Pac-Man gameplay in here. A new trailer for Shadow Labyrinth reveals the Maze, a portion of the game that for shorthand purposes looks a hell of a lot like Pac-Man Championship Edition 3. The core gameplay of Shadow Labyrinth has players controlling a mysterious warrior named Swordsman No. 8, who is accompanied by a Pac-Man shaped guide named Puck, battling to become the apex predator of an alien planet. But at certain points in Shadow Labyrinth, you’ll play honest-to-goodness Pac-Man maze levels that draw inspiration from the Championship Edition line of pellet- and ghost-chomping games. Shadow Labyrinth’s take on Pac-Man gameplay adds to the Championship Edition formula, with jumping, boost pads, giant ghost boss battles, and a variety of maze types. In other words, if Shadow Labyrinth hasn’t quite done it for you thus far, it might be worth checking in on your feelings after watching the game’s new trailer. Bandai Namco revealed Shadow Labyrinth at last year’s Game Awards. But before that, the game publisher teased a darker, bloodier take on Pac-Man in the form of an animated short in Prime Video’s Secret Level anthology series. Shadow Labyrinth doesn’t appear to be quite as gory as Secret Level’s “Circle,” but it’s definitely a swerve for Pac-Man. Shadow Labyrinth will be released on July 18, for Nintendo Switch, Nintendo Switch 2, PlayStation 5, Windows PC, and Xbox Series X. #dark #pacman #metroidvania #secretly #has
    WWW.POLYGON.COM
    The dark Pac-Man Metroidvania secretly has what I can only describe as Pac-Man Championship Edition 3 hidden inside of it
    Bandai Namco’s bold new take on Pac-Man — the 2D action platformer known as Shadow Labyrinth — has a secret: Despite being a grim sci-fi, Metroid-inspired game that looks nothing like a traditional Pac-Man sequel, there’s actual real Pac-Man gameplay in here. A new trailer for Shadow Labyrinth reveals the Maze, a portion of the game that for shorthand purposes looks a hell of a lot like Pac-Man Championship Edition 3. The core gameplay of Shadow Labyrinth has players controlling a mysterious warrior named Swordsman No. 8, who is accompanied by a Pac-Man shaped guide named Puck, battling to become the apex predator of an alien planet. But at certain points in Shadow Labyrinth, you’ll play honest-to-goodness Pac-Man maze levels that draw inspiration from the Championship Edition line of pellet- and ghost-chomping games. Shadow Labyrinth’s take on Pac-Man gameplay adds to the Championship Edition formula, with jumping, boost pads, giant ghost boss battles, and a variety of maze types. In other words, if Shadow Labyrinth hasn’t quite done it for you thus far, it might be worth checking in on your feelings after watching the game’s new trailer. Bandai Namco revealed Shadow Labyrinth at last year’s Game Awards. But before that, the game publisher teased a darker, bloodier take on Pac-Man in the form of an animated short in Prime Video’s Secret Level anthology series. Shadow Labyrinth doesn’t appear to be quite as gory as Secret Level’s “Circle,” but it’s definitely a swerve for Pac-Man. Shadow Labyrinth will be released on July 18, for Nintendo Switch, Nintendo Switch 2, PlayStation 5, Windows PC, and Xbox Series X.
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