Mickey 17: Stuart Penn – VFX Supervisor – Framestore
Interviews
Mickey 17: Stuart Penn – VFX Supervisor – Framestore
By Vincent Frei - 27/05/2025
When we last spoke with Stuart Penn in 2019, he walked us through Framestore’s work on Avengers: Endgame. He has since added The Aeronauts, Moon Knight, 1899, and Flite to his impressive list of credits.
How did you get involved on this show?
Soon after we had been awarded work, Director Bong visited our London Studio in May 2022 to meet us and share his vision with us.
How was the sequences made by Framestore?
Framestore was responsible for the development of the Baby and Mama Creepers. We worked on the shots of the Baby Creepers within the ship, and the Creepers in the caves and the ice crevasse. We developed the ice cave and crevasse environments, including a full-CG shot of Mickey falling into the crevasse.
Within the ship we were also responsible for the cycler room with its lava pit, the human printer, a range of set extensions, Marshall’s beautiful rock and—one of my personal favourites—Pigeon Man’s spinning eyes. We also crafted the spacewalk sequence. All the work came out of our London and Mumbai studios.
Bong Joon Ho has a very distinct visual storytelling style. How did you collaborate with him to ensure the VFX aligned with his vision, and were there any unexpected creative challenges that pushed the team in new directions?
Director Bong was fun to work with, very collaborative and had a very clear vision of where the film was going. We had discussions before and during the shoot. While we were shooting, Director Bong would talk to us about the backstory of what the Creepers might be thinking that went beyond the scope of what we would see in the movie. This really helped with giving the creatures character.
Can you walk us through the design and animation process for the baby and mother creepers? What references or inspirations helped shape their look and movement?
Director Bong had been working with his creature designer, Heechul Jang, for many months before production started. We had kickoffs with Director Bong and Heechul that provided us with some of the best and most thought out concepts I think we’ve ever received. Director Bong set us the challenge of bringing them to life. We took the lead on the Baby and Mama Creepers and DNEG took on the Juniors.
It’s fun to note that the energy and inquisitive nature of the Babies was inspired by reference footage of puppies.
Were these creatures primarily CG, or was there any practical element involved? How did you ensure their integration into the live-action footage?
They were all CG in the final film. On set we had a range of stuffies and mockups for actors to interact with and for lighting reference. People became quite attached to the baby creeper stuffies! For the Mama there was a head and large frame that was controlled by a team of puppeteers for eyeline and lighting reference.
The ice cave has a very distinct visual style. How did you achieve the look of the ice, and what techniques were used to create the lighting and atmospheric effects inside the cave?
I was sent to Iceland for a week to gather reference. I visited a range of ice cave locations—driving, hiking and being dropped by helicopter at various locations across a glacier. This reference provided the basis for the look of the caves. The ice was rendered fully refractive with interior volumes to create the structures. As it’s so computationally expensive to render we used tricks where we could reproject a limited number of fully rendered frames. This worked best on lock offs or small camera moves—others we just had to render full length.
How were the scenes featuring multiple Mickeys filmed? Did you rely mostly on motion control, digital doubles, or a combination of techniques to seamlessly integrate the clones into the shots?
For our shots it was mostly multiple plates relying on the skill of camera operators to match the framing and move and the comp work to either split frames or lift one of the Mickeys from a plate and replace the stand-in.
Since Mickey’s clones are central to the story, what were the biggest VFX challenges in making them interact convincingly? Were there any specific techniques used to differentiate them visually or subtly show their progression over time?
This really all came down to Robert Pattinson’s performances. He would usually be acting with his double for interaction and lighting. They would then switch positions and redo the performance. Robs could switch between the Mickey 17 and 18 characters with the assistance of quick hair and makeup changes.
The prison environment seems to have a unique aesthetic and mood. How much of it was built practically, and how did VFX contribute to enhancing or extending the set?
The foreground cells and storage containers were practical and everything beyond the fence was CG with a DMP overlay. The containers going off into the distance were carefully positioned and lit to enable you to feel the vast scale of the ship. We also replaced the fence in most shots with CG as it was easier than rotoing through the chain links.
When Mickey is outside the ship, exposed to radiation, there are several extreme body effects, including his hand coming off. Can you discuss the challenges of creating these sequences, particularly in terms of digital prosthetics and damage simulations?
Knocking Mickey’s hand off was quite straight forward due the speed of the impact. We started with a plate of the practical arm and glove and switch to a pre-sculpted CG glove and arm stump. The hand spinning off into the distance was hand animated to allow us to fully art direct the spin and trajectory. The final touch was to add and FX sim for the blood droplets.
How did you balance realism and stylization in depicting the effects of radiation exposure? Were there real-world references or scientific studies that guided the look of the damage?
Most of the radiation effects came from great make up and prosthetics—we just added some final touches such as an FX sim for a bursting blister. We tried a few different simulations based on work we had none on previous shows but ultimately dialed it back to something more subtle so it didn’t distract from the moment.
Were there any memorable moments or scenes from the film that you found particularly rewarding or challenging to work on from a visual effects standpoint?
There were a lot of quite diverse challenges. From creature work, environments, lava to a lot of ‘one off’ effects. The shot where the Creepers are pushing Mickey out into the snow was particularly challenging, with so many Creepers interacting with each other and Mickey, it took the combination of several animators and compositors to bring it together and integrate with the partial CG Mickey.
Looking back on the project, what aspects of the visual effects are you most proud of?
The baby creeper and the Ice cave environment.
How long have you worked on this show?
I worked on it for about 18 months
What’s the VFX shots count?
Framestore worked on 405 shots.
A big thanks for your time.
WANT TO KNOW MORE?Framestore: Dedicated page about Mickey 17 on Framestore website.
© Vincent Frei – The Art of VFX – 2025
#mickey #stuart #penn #vfx #supervisor
Mickey 17: Stuart Penn – VFX Supervisor – Framestore
Interviews
Mickey 17: Stuart Penn – VFX Supervisor – Framestore
By Vincent Frei - 27/05/2025
When we last spoke with Stuart Penn in 2019, he walked us through Framestore’s work on Avengers: Endgame. He has since added The Aeronauts, Moon Knight, 1899, and Flite to his impressive list of credits.
How did you get involved on this show?
Soon after we had been awarded work, Director Bong visited our London Studio in May 2022 to meet us and share his vision with us.
How was the sequences made by Framestore?
Framestore was responsible for the development of the Baby and Mama Creepers. We worked on the shots of the Baby Creepers within the ship, and the Creepers in the caves and the ice crevasse. We developed the ice cave and crevasse environments, including a full-CG shot of Mickey falling into the crevasse.
Within the ship we were also responsible for the cycler room with its lava pit, the human printer, a range of set extensions, Marshall’s beautiful rock and—one of my personal favourites—Pigeon Man’s spinning eyes. We also crafted the spacewalk sequence. All the work came out of our London and Mumbai studios.
Bong Joon Ho has a very distinct visual storytelling style. How did you collaborate with him to ensure the VFX aligned with his vision, and were there any unexpected creative challenges that pushed the team in new directions?
Director Bong was fun to work with, very collaborative and had a very clear vision of where the film was going. We had discussions before and during the shoot. While we were shooting, Director Bong would talk to us about the backstory of what the Creepers might be thinking that went beyond the scope of what we would see in the movie. This really helped with giving the creatures character.
Can you walk us through the design and animation process for the baby and mother creepers? What references or inspirations helped shape their look and movement?
Director Bong had been working with his creature designer, Heechul Jang, for many months before production started. We had kickoffs with Director Bong and Heechul that provided us with some of the best and most thought out concepts I think we’ve ever received. Director Bong set us the challenge of bringing them to life. We took the lead on the Baby and Mama Creepers and DNEG took on the Juniors.
It’s fun to note that the energy and inquisitive nature of the Babies was inspired by reference footage of puppies.
Were these creatures primarily CG, or was there any practical element involved? How did you ensure their integration into the live-action footage?
They were all CG in the final film. On set we had a range of stuffies and mockups for actors to interact with and for lighting reference. People became quite attached to the baby creeper stuffies! For the Mama there was a head and large frame that was controlled by a team of puppeteers for eyeline and lighting reference.
The ice cave has a very distinct visual style. How did you achieve the look of the ice, and what techniques were used to create the lighting and atmospheric effects inside the cave?
I was sent to Iceland for a week to gather reference. I visited a range of ice cave locations—driving, hiking and being dropped by helicopter at various locations across a glacier. This reference provided the basis for the look of the caves. The ice was rendered fully refractive with interior volumes to create the structures. As it’s so computationally expensive to render we used tricks where we could reproject a limited number of fully rendered frames. This worked best on lock offs or small camera moves—others we just had to render full length.
How were the scenes featuring multiple Mickeys filmed? Did you rely mostly on motion control, digital doubles, or a combination of techniques to seamlessly integrate the clones into the shots?
For our shots it was mostly multiple plates relying on the skill of camera operators to match the framing and move and the comp work to either split frames or lift one of the Mickeys from a plate and replace the stand-in.
Since Mickey’s clones are central to the story, what were the biggest VFX challenges in making them interact convincingly? Were there any specific techniques used to differentiate them visually or subtly show their progression over time?
This really all came down to Robert Pattinson’s performances. He would usually be acting with his double for interaction and lighting. They would then switch positions and redo the performance. Robs could switch between the Mickey 17 and 18 characters with the assistance of quick hair and makeup changes.
The prison environment seems to have a unique aesthetic and mood. How much of it was built practically, and how did VFX contribute to enhancing or extending the set?
The foreground cells and storage containers were practical and everything beyond the fence was CG with a DMP overlay. The containers going off into the distance were carefully positioned and lit to enable you to feel the vast scale of the ship. We also replaced the fence in most shots with CG as it was easier than rotoing through the chain links.
When Mickey is outside the ship, exposed to radiation, there are several extreme body effects, including his hand coming off. Can you discuss the challenges of creating these sequences, particularly in terms of digital prosthetics and damage simulations?
Knocking Mickey’s hand off was quite straight forward due the speed of the impact. We started with a plate of the practical arm and glove and switch to a pre-sculpted CG glove and arm stump. The hand spinning off into the distance was hand animated to allow us to fully art direct the spin and trajectory. The final touch was to add and FX sim for the blood droplets.
How did you balance realism and stylization in depicting the effects of radiation exposure? Were there real-world references or scientific studies that guided the look of the damage?
Most of the radiation effects came from great make up and prosthetics—we just added some final touches such as an FX sim for a bursting blister. We tried a few different simulations based on work we had none on previous shows but ultimately dialed it back to something more subtle so it didn’t distract from the moment.
Were there any memorable moments or scenes from the film that you found particularly rewarding or challenging to work on from a visual effects standpoint?
There were a lot of quite diverse challenges. From creature work, environments, lava to a lot of ‘one off’ effects. The shot where the Creepers are pushing Mickey out into the snow was particularly challenging, with so many Creepers interacting with each other and Mickey, it took the combination of several animators and compositors to bring it together and integrate with the partial CG Mickey.
Looking back on the project, what aspects of the visual effects are you most proud of?
The baby creeper and the Ice cave environment.
How long have you worked on this show?
I worked on it for about 18 months
What’s the VFX shots count?
Framestore worked on 405 shots.
A big thanks for your time.
WANT TO KNOW MORE?Framestore: Dedicated page about Mickey 17 on Framestore website.
© Vincent Frei – The Art of VFX – 2025
#mickey #stuart #penn #vfx #supervisor
·168 Ansichten