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In this episode, Allan McKay sits down with Hnedel Maximore, VFX Supervisor on Spider-Noir, and Brooke Noska, VFX Producer on the series, for a deep dive into the creative, technical, and production challenges behind one of the most visually distinctive Spider-Man projects to date. Hnedel and Brooke break down how they approached Spider-Noir as a grounded detective noir with superhero elements — balancing period-specific world-building, practical production choices, invisible visual effects, and large-scale hero sequences without letting the VFX overwhelm the story. They discuss the early pitch process, building alignment with showrunners and department heads, and why visual effects needed to be involved from pre-production through final delivery. The conversation gets into the unique black-and-white and color workflow for the show, including the technical lift of supporting both versions, building a pipeline across multiple vendors, protecting the noir look while preserving the richness of the color version, and managing the added storage, editorial, review, render, and QC demands that came with that process. They also discuss the importance of reference, from classic noir films and early color processes to nature, micro-photography, ceramics, period New York construction photography, and practical on-set artifacts. Hnedel and Brooke share how those references informed Sandman, Man-Spider, dream sequences, period Manhattan, and the tactile, organic feel of the series. This is a must-listen for VFX artists, supervisors, producers, filmmakers, and Spider-Man fans interested in how large-scale visual effects are planned, produced, supervised, reviewed, and delivered on a major television schedule — especially when the creative goal is not just spectacle, but a world that feels specific, cinematic, painful, grounded, and one-of-a-kind.
Visual Effects is a delicate art, especially in the worlds of Science Fiction...On this episode we're back into it with more over at Apple+ during the heights of Emmy consideration and we're going headlong into our favorite genre of science fiction. It's time for a little 'Murderbot'A security android (Alexander Skarsgård) hides its sentience as it works on risky jobs, even though all it wants to do is watch soap operas in the sci-fi thriller/comedy based on The Murderbot Diaries book series by Martha Wells.From showrunner Chris Weitz this show is a blend of all the glorious things about the genre wrapped up in some weirdness and hilarity all at the same time.We had the unique pleasure of talking with VFX supervisor, Sean Faden about his work on the show and so very much more.Season 1 of 'Murderbot' is on Apple+ now.
Backrooms is the record-breaking horror phenomenon of the summer. Christina sat down with brilliant production designer Danny Vermette and VFX supervisor Edward J. Douglas to talk about their work on the film and their collaboration with 20-year-old YouTube creator Kane Parsons , A24's youngest-ever director. We dig into the 30,000-square-foot build that brought Parsons's Backrooms YouTube series to life on the big screen, the themes and anxieties of isolation, (and the horror of fluorescent lighting ;) in the Backrooms , the dreamscape of the "outside world" (inspired by the Windows Bliss wallpaper), influences ranging from Eraserhead to Mr. Robot, Portal, and One Hour Photo, how young content creators are shaping the future of cinema, and whether they'd ever enter the Backrooms themselves :) ... and much moreVideo edited by Anton Isiukovhttps://www.antonisiukov.com
Ian Hunter has spent four decades building miniatures, supervising visual effects and thinking like a filmmaker on some of the most demanding productions in Hollywood. In this episode, he traces a career that began in a garden shed with a punched-up piece of German black velvet and ended up — via James Cameron, Tim Burton, the Coen Brothers, and Christopher Nolan — on some of the most iconic screens in the world.Ian grew up surrounded by art. His father painted oils and acrylics, played music and did pastel portraits, and encouraged his three sons to make things — even when those things destroyed the materials he'd given them. The moment that really clicked, Ian recalls, was being handed a model kit as a kid and taking to it immediately. That creative instinct only grew stronger. In high school, he and his brothers were making Super 8 films, scratching laser effects onto the film with a pin and blowing up overloaded resistors for explosions. One of those films required them to fake-rob a local bank — and the encounter that followed, with the surprisingly enthusiastic vice president of the Monrovia Wells Fargo, led to a meeting with the mother of Rick Baker, whose work Ian had recently encountered in a traveling special effects exhibition and been completely floored by.After drifting away from an aerospace course at Cal Poly Pomona and working in an acid bath plastics factory, Ian answered a classified ad looking for model makers — and on the strength of a modest portfolio, was hired the same day. His first feature was The Abyss. He and fellow model maker Jim McGee built the flooded engine room of the Montana submarine with almost no direction beyond James Cameron's bare-bones description, and shipped it to South Carolina having never seen a frame of the live action. The production was not without its disasters — Ian found himself entangled in the notorious wax crane fiasco, and talks about the valuable early lesson of knowing when to call something out before it goes wrong.From there, a friend pointed him toward Boss Film, Richard Edlund's company in Marina del Rey, where a chance encounter with departing model supervisor Mark Stetson changed everything. What was supposed to be a one-week favour on a music video turned into six years. Working with Stetson took Ian from being a junior model maker building things in isolation to visiting sets, talking directly with directors, and understanding that miniature work only succeeds when it becomes invisible — just more shots in a movie, telling the story rather than showing off the technique.Among the projects from that period, Ian talks at length about Total Recall — including the behind-the-scenes chaos of a scale miscommunication on the final day of shooting, a scene involving a little person that nobody had accounted for, and the moment he glued a Coke can to a model building because they were running out of time. That Coke can, dressed up and shot from the front, made it into the finished film. So did one in Waterworld. And Inception. And Interstellar. And, after the story apparently got around, director Fede Álvarez greeted Ian on Alien: Romulus by asking exactly where he was planning to hide it.Ian built the suburb for Edward Scissorhands — deliberately making it more bland and mundane than real life — and talks about one of his proudest in-camera shots: the final view through the bedroom window and out over the snow-dusted neighbourhood, achieved with a 1:24 scale model and real snow shakers on the night. On Batman Returns he built the Penguin's zoo, and describes receiving one of his all-time favourite compliments from Tim Burton — who, after watching a pyrotechnics test, asked simply: "Where did you shoot this?" Not realising he was looking at a miniature. The zoo also gave Ian one of his best examples of a happy accident: a polar bear sculpture that was supposed to explode but instead toppled slowly sideways with flames coming out of its feet. Tim Burton loved it. The entire subsequent engineering challenge was figuring out how to recreate the mistake.On the X-Files movie, Ian and his partner Matthew Gratzner built a collapsing federal building on a tight budget, referencing Oklahoma City bombing photographs for the detail of damaged concrete and exposed floors. The late Roger Ebert reviewed the finished film and said the sequence should have been cut — because it was too reminiscent of real tragedy. Ian reflects on that as a marker: they'd gotten past the technique and into the emotion.The conversation turns to Christopher Nolan, with whom Ian has worked across multiple films. Ian describes Nolan as collaborative but definitive, someone who discusses a shot in depth and then tells you exactly what he wants. He talks about the liberation Nolan offered on Interstellar when he told the crew to stop following the previs — pre-vis is just a guy at a computer on a Friday trying to get the shot out the door, Nolan told them; if you can see a better angle, do that instead. The result was that the miniature crew started shooting faster, and a number of shots that had been planned as digital moved across to the physical side. Ian also describes the meticulous sun-angle calculation that went into matching the Inception hospital sequence — setting up models in a parking lot at a precisely calculated skewed angle to hit the exact quality of light that had been captured in Calgary on a specific date.On First Man with Damien Chazelle, Ian had drawn storyboards before the first meeting proposing a documentary approach — cameras attached to the spacecraft, nothing sweeping or cinematic, everything either very close or very wide as if shot from another ship. Chazelle walked in and described exactly the same idea. They spent twenty minutes together going through the sequence, working to an animatic cut to music, and Ian went off and shot it. That shorthand — that moment of being in sync before the conversation has really started — is something Ian describes as central to how he has survived in an industry where so many practical effects houses have not. He's a model maker, yes. But more than that, he's a filmmaker.This podcast is completely independent and made possible by listener support. If you'd like to help me keep making these episodes, you can join my Patreon community here: https://patreon.com/jamiebenning Watch more on YouTube:Check out the Filmumentaries YouTube channel for behind-the-scenes clips and extra content: https://youtube.com/filmumentariesAll my links
NBC's new summer event series "Surviving Earth" chronicles the creatures and major changes of the planet over thousands of years — and the impact today. It premieres Thursday June 11th at 8pm (and begins streaming on Peacock the next day). Joining me to discuss the show are VFX supervisor He Sun ("The Lion King") and animation supervisor Joe Tarrant ("Ex Machina").
In this episode I chat with visual effects supervisor, second unit director and digital pre-visualisation pioneer David Dozoretz about a career that traces the entire arc of how modern filmmaking shifted from analogue to digital — and how, somewhere in the middle of that shift, pre-vis went from a curious side experiment to a fundamental part of how films get planned and shot. David talks about growing up in Phoenix, falling in love with cinema the day his sister snuck him into the projection booth at the Cine Capri during The Empire Strikes Back asteroid sequence, and how a chance encounter with a Lucasfilm coffee-table book in a university bookstore set him on the path to ILM. He arrived at ILM in 1991 as an intern, became known as "the computer nerd in the art department and the art nerd in the computer department," and ended up bridging the gap between the two as digital began to take over.We get into his first feature — the original Jurassic Park — his year-long apprenticeship in the legendary ILM art department alongside Doug Chiang, Ty Ellingson, Harley Jessup, Mark Moore and Stefan Dechant, and the time he had to split a $1,400 piece of 3D software into two $700 purchase orders to get round ILM's general-manager sign-off threshold. It's a small story but it tells you everything about the era — digital tools were arriving faster than the institutions running things knew what to do with them.A big part of the conversation focuses on the early years of digital pre-visualisation. David did the first major digital previs sequence in mainstream cinema — the train and helicopter sequence in Brian De Palma's Mission: Impossible, the work John Knoll asked him to do that's now credited as one of the reasons the sequence got greenlit. From there he went on to spend four years working with George Lucas on The Phantom Menace, building the entire pod race in previs (a 25-minute version that almost no one has ever seen got whittled down to the 9-and-a-half-minute final), establishing his now-famous three rules of previs (no textures, no motion blur, no shadows) and then immediately having to break all three of them to convey the sense of speed and floating in the pod race itself.There are some lovely George Lucas stories too, including the time George walked into the editing room and reacted to David's droid-factory post-vis with "honestly, I was a little worried about that one — looks like it's gonna work," and the moment when George trailed off mid-sentence trying to describe a desert landscape and David — a 21-year-old kid — finished the thought with "John Ford?", which David thinks is the moment Lucas decided he could trust him. Later in the conversation we move into David's own company, Persistence of Vision, and his work on Titan A.E., Behind Enemy Lines, JJ Abrams' Mission: Impossible III, the 2009 Star Trek reboot (including the previs realisation that Vulcan being orange meant the costumes — originally designed to evoke 70s NASA — had to be completely redesigned) and Journey to the Center of the Earth 3D, where David served as second unit director on the first digital stereoscopic film and the production was effectively beta-testing the cameras Jim Cameron was building for Avatar. We finish on Zafari, David's 52-episode children's animated series rendered almost entirely in Unreal Engine — one of the earliest large-scale uses of real-time rendering in mainstream animation, which saved 30% of the production budget — and on a wider conversation about AI, the future of filmmaking, the importance of human authenticity, and David's lovely closing thought: study the art and history of cinema, study the drawing, not just the pencil. The tools will keep changing. The language won't. Topics coveredGrowing up in Phoenix and the Cine Capri projection-booth moment during EmpireDiscovering The Art of Special Effects book and the road to an ILM internshipJoining the ILM art department in 1991 alongside Doug Chiang, Ty Ellingson, Harley Jessup and Mark MooreBridging the art and computer departments as digital arrived at ILMThe $1,400 / two-$700-purchase-orders workaround for buying 3D softwareWorking on the original Jurassic Park as his first featureDoing previs for the Star Wars Special Editions (the dewback shots, Mos Eisley fly-bys)John Knoll asking him to previsualise the train-and-helicopter sequence on Mission: ImpossibleHow that previs is credited as one of the reasons the sequence got greenlitJoining the new Skywalker Ranch art department under George LucasFour years on The Phantom Menace and the 25-minute version of the pod raceThe three rules of previs (no textures, no motion blur, no shadows) — and breaking all of them to make the pod race workGeorge Lucas reacting to the droid factory post-vis ("looks like it's gonna work")The Jake Lloyd head-turn morph that saved a reshootWhy pod racers go 500 mph in some shots and 2,000 mph in othersThe cinematographer who declared previs "shit" — and was overruled by the studioFounding Persistence of Vision and the move from Lucas to wider HollywoodTitan A.E. and the Don Bluth / Gary Goldman Phoenix animation studioBehind Enemy Lines and pre-vising aerial actionMission: Impossible III with JJ Abrams — the Shanghai building swing and the windmill helicopter sequenceThe Star Trek reboot orbital skydive — and how previs forced a costume redesign because Vulcan was orangeJourney to the Center of the Earth 3D as second unit director, using Jim Cameron's pre-Avatar camerasZafari, Unreal Engine, and saving 30% of an animated TV budget through real-time renderingThe shift from analogue to digital to 3D to real-time to AI — and what stays constantDennis Muren's wisdom on authenticity at the Jurassic Park wrap partyWhy a human premium will remain in an AI-augmented filmmaking worldGeorge Lucas, John Ford and the moment a 21-year-old earned a director's trustThe advice David gives to young filmmakers: study the drawing, not just the pencilSupport the Podcast This podcast is completely independent and made possible by listener support. If you'd like to help me keep making these episodes, you can join my Patreon community here: patreon.com/jamiebenning Watch on YouTube Check out the Filmumentaries YouTube channel for behind-the-scenes clips and extra content: youtube.com/filmumentariesThis podcast is completely independent and made possible by listener support. If you'd like to help me keep making these episodes, you can join my Patreon community here: https://patreon.com/jamiebenning Watch more on YouTube:Check out the Filmumentaries YouTube channel for behind-the-scenes clips and extra content: https://youtube.com/filmumentariesAll my links
What does it really take to create world-class visual effects for a hit series like Wednesday? Mark O. Hammond joins Filmmaker Mixer to discuss the art, technology, and collaboration behind modern VFX production. From concept development to final delivery, this episode explores how filmmakers and artists work together to create memorable cinematic moments. Perfect for indie filmmakers, aspiring VFX supervisors, and anyone passionate about film production.
We are so honored to have two-time Emmy Winner Erik Henry on this podcast this week! Here to discuss the joys and challenges of designing creatures that have existed in the pop cultural zeitgeist for millennia, adding literal MAGIC to the world in Season 2, and creating a tropical island right in the middle of a parking lot in Vancouver :) NOT TO MENTION, what he's most excited for us to see in Season 3!Like this content? Support our podcast on Patreon! There you'll find exclusive episodes, access to our exclusive Patron Discord server, episode outlines, live watch parties, and more!! patreon.com/seaweedbrainDon't wanna subscribe? You can always buy us a coffee: https://ko-fi.com/seaweedbrainpodcastFollow our show:Instagram @SeaweedBrainPodcastTwitter @SeaweedBrainPodTikTok @EricaSeaweedBrainThreads @SeaweedBrainPodcast https://linktr.ee/SeaweedbrainpodCheck out our merch shop! https://www.teepublic.com/stores/seaweed-brain-podcast?ref_id=21682
VFX Supervisor Jay Worth discusses the intricate production of Fallout Season 2, highlighting a continued commitment to blending practical puppets with digital enhancements, cutting-edge VFX, and state-of-the-art AI.
Send a textIn this exclusive episode, we interview Oscar-nominated VFX Supervisor Michael Ralla about his groundbreaking work on Sinners.Michael takes us behind the scenes of one of this year's most talked-about films, breaking down the visual effects process, the creative challenges of bringing Sinners to life, and what it means to earn an Academy Award nomination. From early concept development to final render, we explore how the film's most jaw-dropping sequences were crafted.We also discuss:The most technically demanding scenes in SinnersCollaborating with directors and production teamsThe evolving role of VFX in modern cinemaAwards season pressure and Oscar night anticipationAdvice for aspiring visual effects artistsIf you love filmmaking, behind-the-scenes movie insights, or awards season coverage, this is a must-listen episode.Subscribe for more exclusive interviews, movie reviews, and deep dives into the biggest films of the year.Oh Brother Podcast: Support the Show! (Be The First to Listen with Early Access) Listen on all podcast platforms Subscribe on YouTube Follow us on Instagram
In partnership with RENDR Festival and supported by the National Talent Academy for VFX, we are delighted to present the first in a very special speaker series.Recorded on location at RENDR 2026 in Banana Block Belfast, we caught up with Emmy and Visual Effects Society award-winning VFX Supervisor Jay Worth, whose impressive list of credits includes Westworld, Lost, Fringe, Alias, Person of Interest, The Magicians and Fallout. In this in-depth conversation, he discusses his transition from theatre to VFX, creatively collaborating with J.J. Abrams, and building the beautiful worlds that he's most proud of.Listen now on SoundCloud, Apple, Spotify, Acast and Amazon, or subscribe to Film Ireland wherever you get your podcasts.This series of talks was recorded in The Spinners Mill Studio, a podcast and DJ studio based in Banana Block offering tailored solutions for DJ sessions, small-scale events and podcasting from concept to final distribution.Read more about this episode here:https://www.filmireland.net/podcast-in-conversation-with-vfx-supervisor-jay-worth-westworld-fallout/Jay WorthJay Worth is an Emmy and Visual Effects Society award winner who began his career in 1997 at Digital Domain. He fell in love working on episodic television in 2005 on Alias. He has had the privilege of collaborating with Jonah Nolan and Kilter films as well as J.J. Abrams and Bad Robot throughout his career. He has worked on over 500 episodes of television such as Westworld, Lost, Fringe, Alias, Person of Interest, The Magicians and Fallout. He has won an Emmy for his work on Westworld as well as collecting 9 other nominations spanning 7 different shows - along with winning a Visual Effects Society award for Fringe and collecting 11 additional nominations.RENDR FESTIVALThis is a unique event celebrating creative craft and artistry in a fully immersive two-day festival exploring the space between Creativity and Technology. Ignite your imagination with inspiring speakers from the worlds of Film, Gaming, Animation, Immersive, and more! Learn from the best, with 30+ creatives from the likes of Netflix, Pixar, Walt Disney Studios and Epic Games among others. Witness creative uses of new technology, explore the gallery of digital art, chow down at the food village or play in the arcade. You will be transported to the future, and provide you with unforgettable and inspirational nights. Like nothing you have experienced before, our unique combination is guaranteed to provide two nights you can't miss. Come for the talks, stay for the experience!National Talent Academy for Visual EffectsAs the newest of the Academies, the National Talent Academy for VFX provides support and opportunities for anyone interested in a career in VFX. Launched in 2024, the National Talent Academy for VFX is an initiative of Fis Eireann/Screen Ireland, managed by Cultural & Creative Industries Skillnet. Their mission is to transform aspiring VFX artists into industry-ready professionals while providing ongoing upskilling opportunities for current talent. Through comprehensive courses and programmess, we introduce participants to best practices both locally and globally, creating clear pathways and solidifying Ireland's reputation as a premier destination for VFX. The National Talent Academy for VFX is dedicated to attracting individuals from diverse backgrounds and disciplines, fostering greater awareness of VFX as a viable and exciting career choice. Learn more about the work they do here. Hosted on Acast. See acast.com/privacy for more information.
From Unreal previs to real flames: Oscar-nominated The Lost Bus demonstrates that sometimes the hardest VFX work is making reality feel honest.
What makes a horror moment linger long after the credits roll? Often, it's not what you see—it's what you feel. In this episode, we sit down with Edward Douglas, VFX Supervisor on Longlegs and Keeper, to explore how practical effects, subtle design choices, and restraint create unforgettable fear. Edward breaks down how modern horror uses texture, imperfection, and realism to bypass jump scares and tap directly into the audience's subconscious. We talk about the FX decisions behind Longlegs' unsettling tone, how Keeper balances realism with dread, and why the best effects often go unnoticed. Whether you're a filmmaker, horror fan, or creative curious about how fear is engineered, this episode reveals how invisible craftsmanship becomes emotional impact.
Josh Safdie's Marty Supreme transports audiences to a vibrant 1950s world of professional ping pong, yet many viewers remain unaware that the film contains over 500 visual effects shots. Eran Dinur, the film's VFX Supervisor, reveals how his team meticulously recreated period accurate crowds in Tokyo and Wembley while keeping the digital work entirely "invisible." He views his role as a bridge between the filmmaker's vision and the technical reality on set, ensuring that every digital element supports the story without drawing attention to itself. For Eran, the ultimate compliment is a viewer who walks out of the theater believing every single frame was captured in camera. The transition into high end visual effects was an unlikely one for Eran, who spent fifteen years as a classical music composer before a random software download steered him toward ILM and eventually the Safdie Brothers. This musical background provides a unique perspective on the rhythm and "choreography" of effects, whether he is timing CG ping pong balls to Timothée Chalamet's performance or animating the surreal openings of Uncut Gems. Beyond the technical craft, he addresses the current industry backlash against CGI and the marketing trends that prioritize "practical only" narratives. He also offers a practical look at the future of AI in cinema, arguing that tools are only as good as the control an artist has over them. Eran Dinur on IMDB > Eran Dinur's website > Marty Supreme Trailer > Marty Supreme Wikipedia > The Filmmaker's Guide to Visual Effects: The Art and Technique of VFX for Directors, Producers, Editors and Cinematographers by Eran Dinur > The Complete Guide to Photorealism for Visual Effects, Visualization and Games: For Visual Effects, Visualization and Games by Eran Dinur > This episode is sponsored by: Center Grid Virtual Studio Kitbash 3D (Use promocode "cggarage" for 10% off)
What do great visual effects actually look like? Hint: you're not supposed to notice them. In this episode, we sit down with Eran Dinur, VFX Supervisor on MARTY SUPREME, to break down how modern visual effects are designed to disappear into story, performance, and cinematography. From subtle enhancements to large-scale problem solving, Eran reveals how VFX can elevate a film without ever calling attention to itself. We dive into the creative and technical challenges of supervising VFX and how to collaborate with directors and cinematographers. Whether you're an indie filmmaker, editor, or director working with limited resources, this conversation will change how you think about visual effects. If you think VFX is only about spectacle, this episode will prove why restraint, planning, and storytelling matter more than explosions.
In this episode, we welcome Dennis Berardi. Dennis is a top VFX Supervisor who has worked on films including Frankenstein, The Shape of Water, Nightmare Alley, Ad Astra, Hellboy, Crimson Peak, Pacific Rim, Tron: Legacy, Resident Evil: Retribution, Dawn of the Dead, The Cell, and Fight Club. In our chat, he shares about his career path, longtime collaboration with Guillermo del Toro, and about the making of Frankenstein. Dennis also offers recommendations for up-and-coming visual effects artists and creatives.“The Making Of” is presented by AJA:ICYMI: AJA's biggest product releases in 2025From multi-channel HD and 4K/UltraHD IP video solutions, to Mini-Converters for bridging between resolutions, connectivity types, protocols, and codecs, a Mini-Converter frame, and a high-capacity 12G-SDI router, AJA announced several new products in 2025 that address emerging workflow needs across broadcast, production, post, and proAV. Get the full rundown hereVimeo Austin Event: Dec. 9th | AFS CinemaA night of inspiring Vimeo Staff Picks + live filmmaker commentary!6:30pm Doors7:30-9pm Films + commentary 9-11pm Reception (complimentary drinks + bites)Free RSVP here.Seats are first come, first served.Shoot. Store. Secure. Smile.The OWC Guardian is a bus‑powered, portable NVMe SSD featuring 256‑bit AES OPAL hardware encryption and a color touch‑screen for intuitive, secure access. With up to 1,000 MB/s real‑world transfer speeds, platform‑agnostic operation (Mac, PC, iPad Pro), and a rugged anodized aluminum enclosure, it's built to protect audit‑sensitive media and projects anytime, anywhere. Learn more hereMeet Stream Deck Studio:Meet Stream Deck Studio, the ultimate control surface designed for professional broadcast and live production environments. Built on the iconic Elgato hardware and powered by Bitfocus software, it offers a hyper-customizable experience that simplifies even the most complex workflows. With compatibility across hundreds of devices from the industry's top vendors, Stream Deck Studio gives you complete command over your production setup, making it easier than ever to create seamless, high-quality broadcasts. Call Videoguys at 800-323-2325 to learn more and take your production control to the next level today! Learn more hereAdvertise in “The Making Of” newsletter and reach 250K film, TV and video professionals each week. For more information, please email mvalinsky@me.comPodcast Rewind:Nov. 2025 - Ep. 105… Get full access to The Making Of at themakingof.substack.com/subscribe
https://www.imdb.com/title/tt1235529/Ever wonder how the scrappy, sarcastic world of Murderbot was brought to life? Veteran Visual Effects Supervisor Sean Faden pulls back the curtain on the hit Apple TV+ series, revealing the innovative and often hilarious journey of its creation. He shares the origin story of his involvement, detailing a highly collaborative process that began nearly a year before filming. Discover how the team stretched a modest budget to create an epic feel, using real-world locations from the deserts of Moab to the volcanic landscapes of Iceland. Sean gives a masterclass in creative problem-solving, from embracing the glorious cheese of the show-within-a-show "Sanctuary Moon" to designing a spaceship based on Jiffy Pop popcorn and filming creature attacks with a kiddie tunnel. They also discuss the future of the entire industry. Looking ahead from his current work on the anticipated Highlander reboot, Sean provides a firsthand account of the massive technological shifts underway. He and Chris dive deep into how AI tools are revolutionizing the filmmaking process, accelerating everything from initial concept art to on-set communication. This is a must-listen for anyone interested in the creative and technical magic behind modern visual effects and what's coming next. Sean Faden's Previous CG Garage Episode > Sean Faden's IMDb > Murderbot on Apple TV+ > Highlander (Upcoming Reboot) >
Scanline VFX brings grit, glass, and grounded physics to Andor season 2 and Sue Rowe reveals how they did it.
Today it's about virtual projection, sodium vapor matting, time multiplexing and light science! (00:00).Peter is joined by Paul Debevec, from Netflix's Eyeline Studio, Cris Blyth, a highly regarded Creative Director, and Christopher Barnett, a Manager at Christie Digital, to explore the evolution of light science, discussing innovations in virtual production, color science, and the challenges of achieving realistic lighting on set (02:41).Then, they dive into the technical breakthroughs behind sodium vapor matting and magenta green screen, highlighting how new tools and machine learning are democratizing advanced relighting techniques. (35:39).Finally, Peter and Daniel Mallek, from Vū Technologies, to reflect on the implications of recent changes in creative industry terms of service, urging creators to stay vigilant about how their content is used in the age of AI. (01:00:47).Paul Debevec is the Chief Research Officer at Netflix Eyeline Studios.You can learn more about Paul Debevec and connect on LinkedIn.You can watch Paul's Sodium Vapor Video here.Cris Bylth is a Creative Director and VFX Supervisor.You can learn more about Chris Bylth and connect on Linkedin.Christopher Bartnett is a manager at Christie Digital Systems.You can learn more about Christopher Barnett and connect on LinkedIn.You can read Chris' Virtual Projection white paper here.Watch a preview of Virtual Projection here.You can right on your AI infringement in terms of services here and here.Follow the Virtually Everything! Podcast on Instagram.If you want to send an email with feedback or show suggestions, you can reach us at virtually.everything@vustudio.com.Otherwise you can:Find Peter on LinkedIn.-------------The Virtually Everything! Podcast is presented by Vū Technologies. #VuStudio #ContentAtTheSpeedOfThoughtBye for now! Hosted on Acast. See acast.com/privacy for more information.
The ComicBook Nation crew interviews Guy Williams, visual effects supervisor at Weta FX, about his team's work on James Gunn's Superman (2025), and designing the first big corner of the DCU. To learn more about listener data and our privacy practices visit: https://www.audacyinc.com/privacy-policy Learn more about your ad choices. Visit https://podcastchoices.com/adchoices
Ryan Tudhope discusses the artistry behind Kosinski's F1. From real pit-lane to rebuilt crashes & rain-soaked Monza sequences, over 2,500 VFX shots were seamlessly woven into the invisible VFX of F1.
In this episode, Allan McKay sits down with Alex Wang, the Visual Effects Supervisor for the acclaimed HBO series The Last of Us, to break down the monumental VFX work behind the show's highly anticipated second season. Alex pulls back the curtain on the incredible challenges and creative triumphs of bringing the post-apocalyptic world to life, from the massive scale of the infected horde to the intricate details of hero creatures like the Bloater. He discusses the crucial balance between practical and digital effects, the importance of building trust with showrunners Craig Mazin and Neil Druckmann, and the seamless collaboration with world-class VFX houses like Weta, DNEG, and ILP. This conversation delves deep into the specific hurdles of Season 2, including a massive battle sequence Alex likens to "Helm's Deep," the complexities of a dramatic stormy water episode, and the creative pipeline from concept art to final shot. Alex shares how the team learned from Season 1 to push the boundaries of world-building and create environments that are both epic in scope and grounded in reality. This is a must-listen for any fan of The Last of Us and for visual effects artists and supervisors interested in the high-level strategy and creative problem-solving required to execute VFX on one of television's biggest shows. Topics Covered: The VFX of The Last of Us Season 2 Alex Wang's Role as VFX Supervisor Creating the Infected Horde and the Challenges of Crowd Simulation A Deep Dive into Season 2's Massive Battle Sequence Asset Creation for the Bloater and Other Infected Balancing Practical Effects with Digital Enhancements (Pyro, Weather, etc.) World-Building and Large-Scale Environment Extensions The Complexities of Creating the Stormy Water Sequence Collaboration with Showrunners Craig Mazin and Neil Druckmann Managing Multiple VFX Vendors (Weta, DNEG, ILP, Rise) The Creative Process from Concept Art to Final Shot Quotes: On the massive battle sequence: "I thought to myself, 'Craig, this is your Helm's Deep.'" On designing the infected horde: "These are civilians that became infected... their own story. So repetition is not something that we want." Resources: The Last of Us on HBO Weta FX DNEG Rise VFX Important Looking Pirates (ILP) Naughty Dog
Rob and I talk about turning down Forrest Gump, the pros and cons of animatics, Crouching Tiger Hidden Dragon, Inception, and so much more. Rob's IMDB Check out Filmscape Chicago To see pictures and things we discussed in todays episode check out the podcast page of The Op. Please check us out on the web and instagram and like us and review us if you enjoyed the episode. Theme Music - Tatyana Richaud Theme Mix - Charles Papert
Michael Ralla joins the podcast to share his journey through the world of visual effects, with a focus on his latest project as VFX Supervisor on the film Sinners. He discusses how he worked closely with cinematographer Autumn Durald Arkapaw, whose fearless approach to lighting and darkness pushed the creative envelope. The episode features a deep conversation about the differences between film and digital, the evolving language of color, and how these choices impact storytelling—insights that are especially relevant to the visual style of Sinners. Michael also opens up about his unconventional path into VFX, from his early ambitions as a heavy metal drummer to finding his footing in sound engineering, and ultimately discovering his passion for compositing. He reflects on his formative years at Scanline, learning the ropes through hands-on experience, and how that foundation led him to major studios like Digital Domain and ILM. Throughout the episode, Michael's candid perspective offers a rare look at the challenges and excitement of modern visual effects, as well as the importance of staying adaptable in an ever-changing industry.
In this episode of the VFX Artists Podcast, Kofi interviews Freefolk VFX supervisor Rob Sheridan, about his journey in the visual effects industry, the importance of internships, and the evolving landscape of VFX jobs. Rob shares insights on how he progressed from a runner to a supervisor, the significance of the Futurefolk internship program, and advice for aspiring VFX artists. The conversation also touches on the challenges faced by the industry and the importance of communication and collaboration in career advancement.Takeaways- Rob Sheridan has been with Free Folk for 11 years.- Starting as a runner can provide valuable insights into the industry.- Internships like Futurefolk are crucial for gaining experience.- Strong communication skills are essential for career progression.- Applicants should focus on showcasing their best work in reels.- The VFX industry is changing, with fewer runner positions available.- Commercial work can provide quick opportunities for building a portfolio.- Networking and reaching out on LinkedIn can open doors.- It's important to be proactive and aware of industry changes.- Positivity and attitude play a significant role in career success.
Adam Howard is the winner of four Primetime Emmy Awards for Outstanding Individual Achievement in Special Visual Effects and has been nominated a total of nine times for his VFX work on multiple Star Trek series. He originally trained in his home town of Melbourne Australia as a graphic designer, illustrator and animator, using very traditional artist tools. His passion for visual effects in film and television led him to be one of the first digital artists on the planet creating groundbreaking digital effects and animation for ABC-TV Melbourne and AAV Studios. He moved to Los Angeles in 1990 getting his dream jobs of working as lead animator and compositor on Star Trek: The Next Generation and MacGyver, and a few years later working as a senior artist at George Lucas's Industrial Light & Magic (ILM).Adam has worked on over 145 feature films including Titanic, Birdman, Star Wars Episode III - Revenge of the Sith, Pirates of the Caribbean 2: Dead Man's Chest, Mission Impossible 3, Rush Hour 3, Jarhead, Cliffhanger, The Sandlot, The River Wild, Pee Wee's Big Holiday, War of the Worlds, Star Trek: First Contact, The Day After Tomorrow, Van Helsing, Coneheads, The Hurricane Heist, Tower Heist, The Twilight Saga: Breaking Dawn 1 & 2, X-Men Origins: Wolverine, The Island, Peter Pan, The Chronicles of Narnia: The Lion, The Witch and The Wardrobe, and Bram Stokers Dracula.He also created visual effects and animation for TV series including Star Trek: Deep Space Nine, Star Trek: Voyager, Star Trek: Enterprise, Will & Grace, That 70's Show and the iconic opening title chalkboards for The Simpsons. He was senior VFX Supervisor for the Harry Potter and the Forbidden Journey ride experience at Universal Studios Orlando, Tokyo and Los Angeles. Adam is also a fine artist creating custom painted portraits which are available by commission on his website www.adam howard.art. In addition to his VFX and fine art work, Adam is also Manager to award winning actress and screenwriter Lorenne Clarke. Adam recently completed work as VFX Supervisor for M. Night Shyamalan's TV series SERVANT and season 4 of EVIL on CBS.Connect with Adam:➡️ Instagram: @adamhoward_officialwww.adamhoward.arthttps://www.adamhoward.art/visualeffectsAbout The Lot1 Podcast ✨The Lot1 Podcast is designed for anyone who is interested in or working in filmmaking. Whether you're just starting out or a seasoned veteran, we hope you gain the knowledge you need to improve your craft, achieve your filmmaking goals, or simply get an understanding and appreciation for the roles and duties of your peers and colleagues.Follow Us! ⤵️Instagram & TikTok: @thelot1podcasthttps://www.instagram.com/thelot1podcast/?hl=enhttps://www.tiktok.com/@thelot1podcast–Hosted byDeji Bankole (@deji_bankole)Christopher Henley (@henley_son)Produced byMina VazirianEdited byChristopher Henleyhttps://linktr.ee/thelot1podcast Hosted on Acast. See acast.com/privacy for more information.
Join Rob Fredette on this captivating episode of HODGEPOD as he sits down with Paul DeNigris a seasoned professional in the world of film and television. With a career spanning three decades, Paul shares his journey from building LEGO spacecrafts as a child to founding his own company, Foxtrot X-Ray. Specializing in visual effects, Paul delves into the intricacies of his craft and the evolving role of AI in film production. Paul discusses his favorite films, such as "Blade Runner" and "The Wire," and shares insights on how visual effects bring stories to life, both in major productions and independent films. The conversation also touches on Paul's love for pizza, a passion rivaled only by his enthusiasm for filmmaking. Whether you're a film enthusiast or a pizza aficionado, this episode promises to be a feast for the senses. RECORDED MARCH 13, 2025 Paul is the CEO, Creative Director and VFX Supervisor of his company Foxtrot X-Ray. Check out their website and , www.foxtrotxray.com Their Visual Effects are amazing and you will get a crash course. HODGEPOD can be heard on APPLE,SPOTIFY, IHEART, AUDACY AND THE PODBEAN APP. Please give a follow, share and listen. Email: hodgepodallin@yahoo.com
Join Rob Fredette on this captivating episode of HODGEPOD as he sits down with Paul DeNigris a seasoned professional in the world of film and television. With a career spanning three decades, Paul shares his journey from building LEGO spacecrafts as a child to founding his own company, Foxtrot X-Ray. Specializing in visual effects, Paul delves into the intricacies of his craft and the evolving role of AI in film production. Paul discusses his favorite films, such as "Blade Runner" and "The Wire," and shares insights on how visual effects bring stories to life, both in major productions and independent films. The conversation also touches on Paul's love for pizza, a passion rivaled only by his enthusiasm for filmmaking. Whether you're a film enthusiast or a pizza aficionado, this episode promises to be a feast for the senses. RECORDED MARCH 13, 2025 Paul is the CEO, Creative Director and VFX Supervisor of his company Foxtrot X-Ray. Check out their website and , www.foxtrotxray.com Their Visual Effects are amazing and you will get a crash course. HODGEPOD can be heard on APPLE,SPOTIFY, IHEART, AUDACY AND THE PODBEAN APP. Please give a follow, share and listen. Email: hodgepodallin@yahoo.com
Eric Barba, Academy Award-winning VFX supervisor, returns to the podcast to discuss his latest work on Alien: Romulus, directed by Fede Álvarez, for which he is nominated for an Oscar in 2025. He shares the challenges of bringing the world of Alien to life, from balancing practical effects with cutting-edge VFX to ensuring the film stays true to Ridley Scott's iconic franchise. Eric dives into the evolution of creature effects, how real-time technology is being used in production, and the meticulous process of creating photorealistic environments that blend seamlessly with on-set footage. Beyond Alien: Romulus, the conversation explores how VFX workflows are evolving, the increasing role of AI in production, and Eric's thoughts on the future of the industry. He also reflects on his time at Digital Domain, leading teams on groundbreaking projects like The Curious Case of Benjamin Button (David Fincher), Tron: Legacy (Joseph Kosinski), and Oblivion (Joseph Kosinski). With behind-the-scenes insights and expert knowledge, Eric offers a fascinating look into the state of visual effects today and where it's heading next.
In the special 500th episode of the CG Garage podcast, Steve Preeg, one of the first-ever guests of the show, returns to reflect on a decade of change in the visual effects industry. An Academy Award-winning VFX supervisor known for his groundbreaking work on The Curious Case of Benjamin Button and TRON: Legacy, Steve shares how both the industry and his own career have evolved since his last appearance. He delves into advancements in digital humans, motion capture, and AI tools, providing insights into the shifting landscape of technology-driven storytelling and where it's headed next. The conversation highlights Steve's contributions to iconic films and the new challenges he faces as he explores innovations in real-time rendering and virtual production. As he reflects on the growth of the podcast and his long-standing friendship with Chris, Steve offers unique advice for aspiring artists navigating the rapidly changing VFX world. This milestone episode celebrates the evolution of both CG Garage and the art of visual effects, showcasing how collaboration and innovation have shaped the industry over the last 10 years.
In this episode, Allan McKay sits down with Andy Boyd, a seasoned VFX Supervisor, and co-owner of Jamm VFX. Andy shares his extensive journey in the visual effects industry, from his early days breaking into major studios like Framestore and Method Studios to founding his own successful VFX company. The conversation delves into the challenges and triumphs of managing a VFX team, navigating cultural differences between the UK and US VFX industries, and overcoming technical hurdles in high-profile projects like "Brothers" and "Werewolf by Night." Andy also discusses the future of VFX, including the impact of AI and remote work, and offers invaluable insights for aspiring VFX artists and entrepreneurs looking to make their mark in the industry. Topics Covered Andy Boyd's early career in South Africa and transition into VFX Working at Framestore and Method Studios Founding Jamm Visual Effects and managing a boutique studio Behind the scenes of Werewolf by Night and creating Man-Thing Crafting photoreal creatures, including Samuel the orangutan in Brothers Transitioning to tools like V-Ray for superior fur rendering The evolving role of AI in VFX and storytelling Striking a balance between creative freedom and technical challenges Key Quotes "VFX is the perfect blend of creativity and problem-solving—each challenge pushes you to innovate in unexpected ways." The most exciting projects are the ones where you begin with no clear solution—those moments ignite innovation." You can feel the energy of a passionate team in the final product—great work reflects great collaboration." Resources Jamm Visual Effects Website Werewolf by Night on Disney+ 5 Key Takeaways 1. Evolving Through Challenges Andy's career exemplifies the importance of adapting to new roles and technologies, whether transitioning from retouching to 3D or embracing V-Ray to achieve lifelike fur. 2. The Power of Boutique Studios Jamm thrives on the advantages of a smaller team, delivering high-quality work with a collaborative and personalized approach that stands out in a crowded industry. 3. Crafting Creatures with Heart From Werewolf by Night to Brothers, Andy highlights the joy and challenge of bringing creatures to life, focusing on subtlety and realism to tell compelling stories. 4. The Importance of Studio Culture Jamm's success stems from its commitment to people-first management, ensuring employees are supported and projects are properly resourced. 5. AI and the Future of VFX Andy reflects on how AI tools are opening new creative possibilities, streamlining workflows while keeping artistry at the forefront.
In this episode, CG Spectrum's Chief Creative Officer Jeremy Chinn interviews Emmy-nominated VFX Supervisor and CG Spectrum alum Charlie Lehmer. Charlie shares his inspiring journey from aspiring filmmaker to a VFX career working on major projects like All the Light We Cannot See, Avengers: Endgame, and Deadpool & Wolverine.Discover how Charlie's unrelenting commitment set him apart—whether it was flying across the country to demonstrate his commitment to a gig, learning advanced tools like Nuke and Maya while working full-time, or simply making the best sandwiches to show his dedication to craft. He reflects on the challenges and rewards of his career, the critical role of mentorship, and his advice for aspiring VFX professionals looking to break into the industry. Charlie reflects on his early days, crediting CG Spectrum's flexible, mentor-led training in 3D Modeling and Nuke VFX for helping him bridge the gap between production and post-production, and allowing him to stand out in the industry. Through hard work, perseverance, and a deep love for the craft, Charlie rose from entry-level roles to becoming a lead VFX supervisor. With his success story, he wants to encourage more professionals to explore specialized learning as a tool for career growth.This episode is packed with practical tips and inspiration for aspiring VFX artists and film professionals looking to carve their path in a competitive field. Don't miss it! Hosted on Acast. See acast.com/privacy for more information.
Andy Boyd, co-founder of Jam, shares insights into his studio's journey over the past decade and their ability to adapt to changing industry dynamics. Andy reflects on his studio's blend of commercial and long-form projects, including Brothers, a feature film featuring a photoreal CG orangutan, now available on Amazon Prime. He discusses the challenges of creating realistic fur and how transitioning to V-Ray as a rendering solution revolutionized their approach to creature work. Andy also explores how smaller VFX studios like Jam have carved out niches by focusing on high-quality work for projects with limited but impactful shot counts. The conversation covers the evolution of the VFX industry, the influence of AI as a tool, and the importance of diversifying offerings in a competitive landscape. Andy highlights the growing opportunities for smaller studios to excel in both commercials and specialized film work, sharing how Jam's ability to collaborate and adapt has allowed them to thrive. From comedic PSA campaigns to innovative miniature-based projects like Stanley Spillzilla, Andy's stories showcase the creativity and resourcefulness of a studio determined to push boundaries while staying true to its roots.
SEASON 2 - EPISODE 122 - Jo Plaete - VFX Supervisor VFX supervisor Jo Plaete (HERE; ALIEN: ROMULUS; FURIOSA) joins us on this episode of the Team Deakins Podcast. Jo is also the Chief Innovation Officer at Metaphysic, and we spend much of the episode discussing the company's AI technology and its use in several recently-released films. Having come up through the VFX world, Jo compares the techniques of more traditional VFX artists to what he does today using artificial intelligence, and he likens the recently spotlighted technology to “proceduralism on steroids”. We get a deep dive into the tech behind the de-aging AI used on HERE, and Jo shares how the technology integrated itself into the production process to let the crew see what the final effect would look like in real-time. Jo also reflects on some of the troubleshooting that occurred between departments during production, and we discuss whether the filmmakers were working around the AI or if the AI was working with them. Jo also shares how data is fed into the technology to build out the model's understanding of a person's face, and Jo shares what they do with all that data once the show wraps. - This episode is sponsored by Aputure
At our inaugural Future of Filmmaking summit this November, IndieWire's Chris O'Falt hosted a fascinating discussion on performance capture filmmaking, featuring the director, VFX supervisor, and a lead actor from "Kingdom of the Planet of the Apes." Listen in to hear how the team on these films is pushing performance capture technology forward, and what it was like for the actors in "Ape Camp." Learn more about your ad choices. Visit megaphone.fm/adchoices
Jason Smith, the senior visual effects supervisor on The Lord of the Rings: The Rings of Power, joins the podcast to discuss his award-winning career in visual effects. With nearly 25 years at Industrial Light & Magic (ILM), Jason's achievements include an Oscar nomination and a Sci-Tech Award from the Academy for his groundbreaking work on Blockparty, a rigging tool used to bring countless creatures to life. He shares how his fascination with creatures and his dedication to mastering both the technical and artistic aspects of VFX have driven his remarkable career. The conversation highlights Jason's contributions to The Rings of Power, where he led the creation of photoreal creatures and solved unique challenges like scale and world-building. He also reflects on his work on iconic projects such as Transformers, Avengers, and Bumblebee, emphasizing the importance of blending practical and digital effects. Jason offers valuable insights into the evolving VFX industry, discussing collaboration, innovation, and the future of visual effects. This episode is a deep dive into the art and science of VFX from one of the industry's most accomplished artists.
There is a lot to unpack in Robert Zemeckis' Here. VFX Supervisor & 2nd Unit Director Kevin Baillie explains the complex filming, editorial complexity, and its AI de-aging.
There is a lot to unpack in Robert Zemeckis' Here. VFX Supervisor & 2nd Unit Director Kevin Baillie explains the complex filming, editorial complexity, and its AI de-aging.
In this episode, Allan McKay sits down with Jason Smith, Senior Visual Effects Supervisor for Rings of Power and longtime ILM veteran, to delve into his fascinating career journey and creative process in the world of visual effects. Jason shares his story, from early passions for creature design and practical effects to an unplanned but impactful transition to CG and computer graphics. They explore the unique blend of technical and artistic skills required in VFX, including Jason's early work developing rigging software at ILM, and how these technical foundations have shaped his approach to supervising complex, high-stakes projects like The Revenant and Rings of Power. The conversation dives into the importance of storytelling, communication, and collaboration, as well as the evolving challenges in VFX, such as adapting to new technology and achieving the director's vision on both large and small budgets. Jason offers valuable insights for aspiring VFX artists and supervisors, sharing how flexibility, perseverance, and creative problem-solving have been critical throughout his career. This is an essential listen for anyone passionate about VFX, storytelling, and the intersection of art and technology in blockbuster productions. Topics Covered Jason Smith's background and career path in visual effects The importance of storytelling in visual effects Developing rigging software and technical skills in VFX The role of communication and collaboration with directors and teams Managing creative and budgetary constraints on large and small projects Techniques for achieving forced perspective and scale effects in Rings of Power Challenges and rewards of working on high-budget productions and indie projects Advice for young artists entering the VFX industry Reflections on the VFX community's adaptability during COVID Highlights “You're telling stories, not just producing pixels. That's where the magic happens.” “The path isn't linear; the universe has a way of using every skill you pick up.” “Working within limitations is where some of the most innovative ideas come from.” “When I came to ILM, I wanted to work on creatures, and here I am still working with creatures decades later on Rings of Power.” “The relationships you build with directors and teams – that's what makes you a trusted collaborator in this industry.” Resources The Lord of the Rings: The Rings of Power Industrial Light & Magic (ILM) Weta Digital The Revenant The Lord of the Rings: The Fellowship of the Ring Legacy Effects
Jo Plaete, a pioneer in digital humans and chief innovation officer at Metaphysic, joins the podcast to discuss his company's groundbreaking work on the newly released film Here, now in theaters. Jo traces his journey from his early career in computer graphics and visual effects, working on films like Where the Wild Things Are and Aladdin, to creating cutting-edge AI-driven tools that enable photorealistic de-aging of actors like Tom Hanks and Robin Wright. His experience includes collaborating with Disney Research on facial reconstruction technologies and pushing the boundaries of neural network-based visual effects. Jo also explains how Metaphysic's tools provided real-time feedback on set, allowing filmmakers to see younger versions of the actors instantly. This innovation enabled directors and actors to evaluate performances live, making adjustments on the spot to achieve the most authentic and emotionally resonant portrayal. Jo reflects on the future of digital humans in cinema, emphasizing how AI and real-time feedback are reshaping storytelling while maintaining a high level of artistic control.
SEASON 2 - EPISODE 112 - DAN LEMMON - VFX Supervisor VFX Supervisor Dan Lemmon (THE BATMAN, DAWN OF THE PLANET OF THE APES, AVATAR) joins us on this episode of the Team Deakins Podcast. Expanding upon our collection of conversations with filmmakers who worked on THE BATMAN, Dan is more than eager to discuss his work on the film, and he breaks down his team's contributions to the Batmobile chase sequence and the look of the film as a whole. We also discuss the value of shooting references for the VFX department, and Dan reveals his reasoning for advocating to shoot as much as possible in-camera. We later learn how VFX houses are adapting to deliver their work at the same quality under tightening budgets, and we reflect on how the pace of innovation in the field has changed over Dan's career. Dan also explains how motion capture technology works and how it's evolved to allow for films like AVATAR and the recent PLANET OF THE APES trilogy to exist as envisioned by their directors. Towards the end, we reflect on the modern trend towards naturalism and the diminishment of theatricality in how stories are told cinematically. - This episode is sponsored by Aputure
SEASON 2 - EPISODE 109 - KEVIN BAILLIE - VFX SUPERVISOR On this episode of the Team Deakins Podcast, we speak with visual effects supervisor Kevin Baillie (HERE, PINOCCHIO, FLIGHT) in an engaging conversation about the evolving use of VFX in film. We learn what types of discussions Kevin has with filmmakers to determine how to incorporate VFX effectively into their projects, and we discuss his belief in using the right tool for the right job. While looking back in history, we marvel in the immersive quality of Ray Harryhausen's pioneering work on JASON AND THE ARGONAUTS and discuss the function of VFX within a piece of storytelling. We also discuss the increasingly prevalent role of VFX in production and on a perceived creative bifurcation between the production stage and the post-production stage. A frequent collaborator of director Robert Zemeckis, we discuss how the director's relationship to visual effects has changed over the years, and Kevin reveals the intent behind the VFX in the upcoming feature HERE. - This episode is sponsored by Aputure
In this episode, Allan McKay sits down with Philip Cramer, VFX Supervisor at Digital Domain, to explore the groundbreaking world of character-based visual effects and the innovative tools shaping the future of the industry. They discuss Philip's journey from animation to supervising some of the most iconic visual effects projects, including Avengers: Infinity War and Endgame. Philip dives into the creation of Thanos and the challenges of delivering photorealistic CG characters with extensive screen time. He also covers the evolution of Digital Domain's facial capture technology, Masquerade, and its role in major projects like She-Hulk and Ant-Man and the Wasp: Quantumania. The conversation touches on the importance of flexibility in a technical pipeline, the advantages of working with both technical and artistic teams, and how to lead by example as a supervisor. Philip offers key insights on problem-solving in high-pressure environments and shares valuable advice for artists on how to stand out in the competitive world of visual effects. This is a must-listen for anyone interested in character animation, performance capture, and the future of VFX technology, especially as studios transition to more real-time solutions and advanced facial capture techniques. Topics Covered: Philip Cramer's background and transition from animation to VFX supervision The creation and performance capture of Thanos for Avengers: Infinity War and Endgame The development and impact of Digital Domain's markerless facial capture system, Masquerade The challenges of delivering a fully CG character for She-Hulk Leadership and team collaboration in high-pressure environments Advice for artists on standing out in a competitive industry Quotes: “Never say no. Say yes, but explain the trade-offs.” “Leading a team is about working longer, working harder, and being there to support your crew.” “We needed to mass-produce She-Hulk's performance in a way we had never done before, which pushed us to innovate Masquerade.” Resources: Digital Domain website Masquerade facial capture technology
Today's conversation is one I've had in the bag for a couple of months now . I had the absolute pleasure of sitting down with Andrew Whitehurst.Andrew's journey into the visual effects industry is one that really resonates with me, especially when he talks about his childhood fascination with movie magic and a certain BBC documentary. Yes, THAT one! Like many of us, it all started with a spark of curiosity. He pursued that passion at art college and gained experience in various roles, which eventually led him to become a visual effects artist. His early work on projects like Tomb Raider 2 and Troy paved the way for his role as VFX supervisor on Ex Machina, ultimately winning him an academy award.In our conversation, I got to dive deep into Andrew's experience working on films like Ex Machina and Indiana Jones and the Dial of Destiny. We talked about the challenges of creating realistic CGI characters and the meticulous attention to detail that's required for modern audiences. Andrew shares that belief in the value of using traditional tools like pencil and paper in the design process, and on the importance of looking beyond the screen to other forms of art for inspiration.Through our discussion, Andrew provided some great insights into the decision-making process for visual effects and how to strike that delicate balance between realism and audience expectations. Key points:A love for movies and a fascination with visual effects can lead to a career in the industry.Art college and self-learning are valuable for developing skills in animation and 3D software.Opportunities may arise in unexpected ways, such as working as a runner or doing graphic design for DVD menus.Being open to new roles and challenges can lead to career progression and working with renowned directors.Enjoying the process and having a good working relationship with colleagues are key to success in the industry. Ex Machina was a highly ambitious film with a tight shooting schedule and minimal pre-visualization and concept work.The design process for Ava focused on creating visual effects that could be executed like a regular piece of drama.The decision to use CG for Ava's head was made during the editing process, allowing for more creative control and a stronger visual impact.The design of Ava was influenced by a variety of sources, including racing car suspension, modernist sculpture, and human anatomy.The use of pencil and paper in the design process is a valuable tool for exploring ideas and understanding visual concepts. Taking the time to manually create something allows for thinking and feeling, which can lead to better results and creative collaboration.Observing the world and engaging with different forms of art can enhance creativity and provide inspiration for visual effects.Recreating a young version of a character like Indiana Jones requires a combination of techniques, including face swapping and machine learning.The use of high-resolution scans and archival material can help ensure accuracy and detail in visual effects.Closure on a project is important for maintaining mental health and allows for focusing on new challenges.All the links
Stephan Fleet is the VFX Supervisor for the hit Amazon series The Boys and serves as Associate Producer and Co-Producer on its spinoff Gen V. With a diverse background in visual effects and production, Stephan has become a leading innovator in television VFX. Stephan has developed a reputation for creative problem-solving and empathetic leadership in high-pressure production environments. His work on The Boys has set new standards for tv series visaul effects, balancing realism with the show's signature style while pushing the boundaries of what's possible in episodic content. In this Podcast, Stephan Fleet talks to Allan McKay about the unique challenges of creating grounded superhero powers for The Boys, his innovative approaches to monitor comps, and the intricacies of on-set VFX supervision. He shares insights on workflow optimization using custom database solutions, and the importance of empathy in VFX leadership. Stephan also discusses his transition into producing roles with Gen V and how his VFX background influences his approach to overall production. This episode offers valuable advice for both aspiring and established VFX artists, as well as producers and directors interested in the evolving landscape of visual effects in high-end television production. Stephan's unique perspective, spanning both the creative and managerial aspects of VFX production, provides a comprehensive look at the current state and future potential of visual effects in prestige TV series. Key Highlights: 1. Superhero Power Development Stephan reveals the intricate process behind crafting iconic effects like Homelander's laser eyes and Butcher's grotesque tentacles. Learn how the team balances realism with the show's signature style. 2. Innovative VFX Techniques Discover the groundbreaking "monitor leader" approach that revolutionized on-screen graphics in "The Boys". Stephan explains how this technique has set a new standard for monitor comps in the industry. 3. Cutting-Edge On-Set Technology Get an inside look at how the VFX team utilizes state-of-the-art tools like Polycam for 3D scanning and Tentacle Sync devices for seamless timecode synchronization across multiple cameras. 4. Workflow Optimization Explore the custom solutions developed by Stephan's team, integrating Airtable and FileMaker for efficient VFX tracking and financial management within the production pipeline. 5. Leadership in VFX Stephan shares his philosophy on empathetic leadership in the high-pressure world of VFX production, offering valuable insights for industry professionals at all levels. 6. Cinematic Techniques in TV Learn how "The Boys" adapts high-end cinema techniques for television, including the use of Sony Venice cameras to achieve feature-film quality in a TV production schedule. Resources Mentioned: The Boys (TV series) Gen V (TV series spinoff) Polycam (3D scanning app) Tentacle Sync (timecode devices) PTGui (panorama stitching software) Nuke (compositing software) Airtable (database software) ShotGrid (production management software) Stephan Fleet's Instagram Tamron 35-150mm F2-2.8 lens XY Short Film Don't miss this insightful conversation with one of the industry's most innovative VFX supervisors. Whether you're a seasoned professional or an aspiring VFX artist, this episode is packed with valuable knowledge and inspiration for pushing the boundaries of visual effects in television.
VFX Supervisor Tim Carras joins Allan McKay to discuss his work on high-profile projects like "Clipped" and "Shogun". Tim shares insights into the challenges of creating realistic crowds for basketball arenas, crafting flaming arrow effects for period dramas, and the intricacies of on-set VFX supervision. The conversation covers a range of topics, from simulating realistic insect movement to adapting to remote work in the VFX industry. Tim offers valuable perspectives on the evolution of visual effects technology, the importance of networking, and the skills required to navigate complex productions in today's fast-paced entertainment landscape. Links Mentioned: Barnstorm VFX: https://www.barnstormvfx.com/ ShotBot App: https://www.shotbot.com/ Tim Carras on Instagram: @wip_for_approval Memorable Quotes and Interesting Topics: "The only thing more important than your reel is your network." "Sometimes a decisive wrong answer is better than an indecisive right answer." "The McDonald's Principle" - Using a concrete suggestion to spark creative discussion. The counterintuitive difficulty of creating sparse crowds versus packed stadiums. The importance of admitting when you don't know something as a supervisor. The evolution from running a VFX studio to focusing on the creative aspects of supervision. The impact of remote work on the VFX industry and global talent accessibility. The balance between technical accuracy and aesthetic appeal in VFX. The importance of detailed on-set data collection and how it impacts post-production. The transition from student films to professional union sets and respecting specialized roles. The value of understanding multiple disciplines within VFX to communicate effectively with different departments.
"Masters Of The Air" premiered on Apple TV+ at the beginning of the year, earning strong reviews for its storytelling, performances, and incredible craftsmanship, rightfully earning its place alongside the legendary WWII miniseries "Band of Brothers" (2001) and "The Pacific" (2010). Based on the 2007 book by Donald L. Miller, the show follows the actions of the 100th Bomb Group, a Boeing B-17 Flying Fortress heavy bomber unit in the Eighth Air Force in eastern England during World War II. Actor Callum Turner, who plays Major John "Bucky" Egan, Visual Effects Supervisor Xavier Matia Bernasconi, and Virtual Production Executive Steve Jelly were all kind enough to spend some time talking with us about their work on the show. Please be sure to check out the limited series, which is available to stream in full on Apple TV+ and is up for your consideration in all Emmy categories. Thank you, and enjoy! Check out more on NextBestPicture.com Please subscribe on... SoundCloud - https://soundcloud.com/nextbestpicturepodcast Apple Podcasts - https://itunes.apple.com/us/podcast/negs-best-film-podcast/id1087678387?mt=2 Spotify - https://open.spotify.com/show/7IMIzpYehTqeUa1d9EC4jT YouTube - https://www.youtube.com/channel/UCWA7KiotcWmHiYYy6wJqwOw And be sure to help support us on Patreon for as little as $1 a month at https://www.patreon.com/NextBestPicture Learn more about your ad choices. Visit megaphone.fm/adchoices
SEASON 2 - EPISODE 90 - DENNIS MUREN - VFX SUPERVISOR Visual effects supervisor Dennis Muren (JURASSIC PARK, TERMINATOR 2: JUDGEMENT DAY, STAR WARS: RETURN OF THE JEDI) joins us on this episode of the Team Deakins Podcast to discuss his lifelong craft. From playing with stop motion to working on the original STAR WARS, Dennis was interested in visual effects at an early age, and throughout the episode he reflects on the evolution of the field following the advent of computer generated imagery. We learn how Dennis prioritizes emotionality when building VFX into a shot and how he consults with a director and the crew to come up with the best shots for the film. We also learn about the shift away from using models towards computer generated imagery and about the loss of certain aspects of reality that came with transition. We discuss the focusing power of deadlines, and Dennis later shares some advice for young filmmakers looking to breaking the field of VFX. Also included: how Dennis set up a prehistoric video call to coordinate the VFX of JURASSIC PARK across the globe with director Steven Spielberg in 1993. - This episode is sponsored by Godox
SEASON 2 - EPISODE 88 - JOHN KNOLL - VFX SUPERVISOR On this episode of the Team Deakins Podcast, VFX supervisor John Knoll (THE BATMAN, ROGUE ONE, PIRATES OF THE CARIBBEAN) joins us to talk about his career and his craft. Despite growing up among an academic family of engineers, scientists, and medical professionals, John fell in love with the fantastic imagery of cinema and television, and he saw miniature work as his way into filmmaking. From cold-calling Industrial Light & Magic at 15 to later working for them, John reflects on his life as one who turns hobbies into professions, and we learn how John fuses technology with art in his work. John reveals, with great clarity, how slit-scans are actually composed and shares how he used the effect to generate the illusion of the Starship Enterprise entering and exiting warp speed. We later discuss the leadership responsibilities of being a supervisor, including giving negative feedback in such a way that elevates a collaborator's work. Towards the end, we also discuss the enduring appeal of miniatures for audiences and filmmakers alike. In addition to his work in VFX, John (alongside his brother Thomas) invented Photoshop, the popular photo-editing software used around the world. - This episode is sponsored by Godox
Visual effects supervisor Pablo Helman (KILLERS OF THE FLOWER MOON, THE IRISHMAN, JARHEAD) joins us on this episode of the Team Deakins Podcast. Born in Argentina, Pablo spent his youth playing music professionally and touring South America with his band before graduating from UCLA and working for several effects houses before ultimately ending up at Industrial Light & Magic where, for the past 27 years, Pablo has hung his hat. Throughout the episode, Pablo shares how he approaches implementing VFX into a film and how he works with directors and the various heads of departments during production to ensure the effects serve the story being told. Pablo also reveals how the de-aging technology used in THE IRISHMAN was developed, how it actually works, and why its development was led with the intent to preserve an actor's performance. Later, Pablo shares several stories from working on KILLERS OF THE FLOWER MOON, from scanning and reproducing a miniature oil derrick to wrangling digital cows. Towards the end, we consider how VFX is just another tool to use to create the reality of a film and discuss why you ultimately can't escape from what you shoot. - This episode is sponsored by the Dallas Film Commission & Aputure Instagram: @dallasfilmcommission & @aputure.lighting