Red One: Jerome Chen – Production VFX Supervisor

In 2018, Jerome Chen explained the visual effects work on Jumanji: Welcome to the Jungle. He later oversaw the effects for Men in Black: International.

How did you get involved on this film?

Director Jake Kasdan and I worked together on Jumanji: Welcome to the Jungle and were regularly in touch after that. In September 2021 Dwayne Johnson and Hiram Garcia pitched Jake an original story idea for a Christmas action-comedy, and I became involved shortly thereafter. I was excited by the project because it was ambitious in scope, with a multitude of mythical creatures and environments.

How was this new collaboration with Director Jake Kasdan?

Jake is one of my favorites, I love working with him. He is a thoughtful, intuitive filmmaker with a keen sense for comedy. His process was extremely collaborative, always willing to listen to ideas but clear about why something would or would not work relative to his vision. He loves the details about visual effects work, and during post was highly involved in reviews.

How did you organize the work with your VFX Producer?

Cari Thomas and I worked together on The Amazing Spider-Man 1, so we were in sync on how to work together. She is a veteran producer, so I was basically hands-off on the shot breakdown and budgeting process until she needed my input on specific issues. In terms of vendor assignment, load balancing is key so we can avoid a single point of failure during the final death throes of delivery.

Ideally, two or three anchor facilities are churning out shots at the same time across a broad swath of the film. With this in mind, Cari and I first broke apart the scope of work in terms of CG characters and then by digital environments, and though we at first tried to avoid duplicate assets at facilities, this would have placed too much at one facility – in this case, Rodeo FX.

Specifically, we assigned the first two action sequences to Rodeo FX, which required assets such as Nick’s sleigh, his reindeer, and a large portion of the North Pole City. The 3rd act also involved these same assets, which we ultimately assigned to Imageworks so we could have a single facility focus on the finale – which is often the section that is most in flux and the last to deliver.

How did you choose the various vendors and split the work amongst them?

I’m a long-time collaborator with Imageworks, and Chris Waegner (VFX SPI Supervisor) and I have worked on probably 10 films together over the last 25 years, so the shorthand there is powerful shorthand between us. My instinct was to place the 3rd act there, and the Snowman sequence – with Imageworks’ world-class animators – helped to balance their workload.

I had solid experiences with Rodeo FX on Jumanji: Welcome to the Jungle and Men in Black: International, and they had a strong interest in working with Jake and I. They were key contributors, developing Garcia, the Polar Bear ELF agent, and accomplishing the vast North Pole City. Led by Julien Hery and Laurent Taillefer, Rodeo’s team also created the Sleigh take off from the military base, the first act Sno-Cat chase sequence through the City.

Cari Thomas’ positive experiences with RISE on previous projects led us to utilize them for some key scenes involving scenes of mostly supernatural nature, including the possession of a villain, augmenting the environment of Krampus’ foreboding realm, plus creature work involving Hell Hounds and a heroic chicken named Ellen.

What is your role on set and how do you work with other departments?

My job role adapts to each phase of the film project, of which there are basically three: pre-production, production and post-production.

During pre-production, I worked closely with the director, the production designer (Bill Brezski), the DP (Dan Mindel), the AD, and the SFX supervisor (J.D. Schwalm). I’m also interfacing with the various art director and concept artists (set, vehicles, creatures/characters) at this point, because everything they design will involve a visual effects entity. Also in the mix is my interaction with Joel Harlow, the creature designer tasked with Krampus – we would have to strategize how much was going be digital or practical. Decisions made in pre-production have long term ramifications. One of the wisest decisions we made in pre-pro was to go with a mostly practical approach to Krampus. Using Tim Curry’s performance in Ridley Scott’s Legend as a creative touchstone, we wanted Kristofer Hivju’s performance from practical photography to drive the performance – rather than going full CG with facial capture/animation. I worked with Dan Mindel on in-camera techniques to convey Krampus’s 10 foot size, combined with help from Key Grip Joe Macaluso’s team that built ramps and platforms to elevate Kristofer to nail down the eyelines from the other actors. Aside from the SFMU/suit build, the plan had minimal impact on the production shoot days, and in post we used additional 2D techniques to help his scale and augment some performances – but a trivial effort compared to if we had decided on an all CG approach. As the art department further developed the designs of their sets, it would become apparent how much digital help they need in terms of extensions ( they were significant, as it turned out – the North Pole City ended up being more than 100 square kilometers ).

Previs of major sequences was carried out during pre-production. Alex Cannon and Dan Heder led teams at DNEG and Torchlight to design sequences, resulting in highly fleshed out roadmaps for Imageworks and Rodeo to follow as they developed assets and workflow for their sequences. Integrated into this process was Greg Rementer, the Action Unit director, augmenting the previs with practical StuntViz from his team to ground the interaction between creatures and humans. We spent about 16 weeks planning the shoot, requiring extensive meetings to go over every aspect of key sequences so all depts were clear on their roles and what was expected of them on the day. The calendar for each shoot day was detailed out to an extraordinary degree – every piece of equipment and person required for that day’s work was indicated, and I needed to be aware of every aspect relative to the visual effects requirements for the shoot. This meant having available the appropriate previs or concept art, or ensuring e creature proxies were ready for reference.

The production phase began in October 2023 and was filmed mostly at the OFS Facility outside Atlanta, a vast abandoned fiber optic assembly plant with almost 300,000 sq. ft of interior stages. On these stages were built the interior of the North Pole hangar, Nick’s weight room, the interior of Jack’s apartment, and various set pieces. At OFS was an expanse of exterior parking lots housing one of the largest exterior green screen areas in the world. The Aruba set – for the Snowman battle – was basically a swimming pool constructed on the parking with palm trees brought in from (where). The North Pole center square was a rudimentary set build on vast U-shaped wall of shipping containers shrouded in bluescreen, originally constructed the Black Panther.

Over 70 days we filmed about 120 scripts pages of material, methodically slogging through the plans devised in our pre-production meetings. It’s a given that surprises occur during production photography. An old military adage is “No plan survives first contact with the enemy”. In film production, I’ve found that the enemy is almost always time. Every department during photography will need the help from the VFX dept, in aspects that’s impossible to expect.

Sound Dept: “Can you paint out the microphone on the costume? They want to shoot now and I need 10 to rewire it.”
Art Dept.: “Can you clean up the sleigh? The body’s warped from the rain and now it looks like it’s falling apart, and we need 2 days to repaint but we’re shooting it after lunch.”
Creature Dept.: “The Fish is in at urgent care, she has an allergic reaction to the latex so she can’t wear the costume. Can you do her full CG?”
Set Dec: “They moved the camera to a much wider shot, and we need 30 minutes to dress in the snow but they want to go now, can you add it post?”
Props: “We need to put a plasma arc in the container, but my stuff didn’t arrive yet and they want to shoot it tomorrow. Can you…”

And so on. This is why my VFX Producer has learned to have in her budget a six-figure line item called “Misc. Production Fixes”

In March 2023 we began post-production in Burbank, California. The editors, Jake, and the VFX dept occupied a generic office 2-story building off a quaint high street. Our dept worked 12-18 hour days for about 60 weeks to finishing the film. During that time I think we ate lunch at my desk almost every single day. We had hired facilities in Los Angeles, Vancouver, Melbourne, Montreal and Stuttgart. Per DGA protocol, the director has about 10 weeks to create his first cut of the film before presenting it to the studio. During that time, there is the process of POST-VIZ, a stage of the VFX workflow that is dreaded and reviled.

Post-Viz required our dept to provide a passable version of every VFX shot in the director’s cut, so the film was coherent. Without this effort, the film would be incomprehensible. The crux is that no one wants to wait until the work is done before approving, so it needs to be represented in the director’s cut. It’s usually a mandate that there can no visible blue screen in the director’s cut. Set extensions needs to be created. Creatures – often speaking – need to be created for shots. FX and vehicles need to be animated and comped in. The quandary is that everyone knows it will take more than a year to finish the VFX work to high quality, but a version of almost every shot in the film needs to be provide in 10 weeks. It seems an impossible task – yet it is done on every major tentpole film since… well, since probably Star Wars. Luckily there are companies that have become experts at creating post-vis shots, something a little better than previs and just enough to convey the storytelling aspect of the shot. Some of this companies are previs houses and some VFX facilities provide post-viz versions of their shots for the director’s cut that are adequate for screening. The key to succeeding at post-viz is to plan way ahead. Like a during production, making guesses at what assets need to fleshed out so they are ready for post-viz work. But no matter how you plan, the post-viz process is grueling and nerve-wracking because the director’s cut is the stage where they are finding the film – it’s a time when they are meant to try things and throw out what doesn’t work.

As the cut gets more solid, the post-production work solidifies into a routine of review meetings with the involved facilities, guiding their shot work towards a level where they can reach the state of ‘final’ – where all creative guidelines are met and the shot is technically checked and ready to be passed into the DI.

Could you walk us through the initial concept phase for designing the North Pole?

The North Pole City was one of the most significant design and execution challenges of the film. Bill Brzeski’s concept imagined the city as an ancient one initially focused on hand crafted toys and then – as the world grew – evolved into an industrial centric city was mix of old European and modern architecture. As pre-production ticked away, his team needed to focus on what sets they needed to build, and that task absorbed the team – but those constructed sets were a tiny percentage of what was required to be seen in the various moments in the film, beginning with chase sequence and ending with a climactic end battle in the heart of the city.

Using European cities as a creative touchstone (Paris and Mont Saint-Michel being the most influential), notable designers Christian Scheurer and Rodeo’s own Deak Ferrand worked with Julien Hery to flesh out a staggering amount of detail ranging from street cobblestone patterns to formulating the right combination of old vs modern architecture. The general color temperature of what the city lights was not realty finalized until a few weeks before the deadline for delivery.

What were some of the biggest challenges in bringing the North Pole to life through visual effects?

The biggest challenge was balancing scale and detail. The city had to feel massive yet grounded, with intricate textures for buildings, machinery, and snow effects. Rendering the avalanche during the chase sequence was particularly demanding, requiring heavy FX simulations.

How did you balance the fantastical elements of the North Pole with a sense of realism?

We used photorealistic textures and lighting to ground fantastical elements in reality. For example, the sleigh’s design included visible wear and tear, and the snow effects were based on real-world physics simulations.

How did you approach the lighting and color grading to capture this unique ambiance?

Dan Mindel set the color palette and visual tone with his organic lighting and naturalistic approach to photography. We learned to embrace the optical idiosyncrasies of the anamorphic lens, and we tuned our composition style accordingly. The artists paid close attention to how focus waterfalls through an image in depth, the look of anamorphic bokehs and lens distortion. Much of the grading from dailies was kept intact through the post phase, with on-set CDLs carried into the workflow. Final grading was helmed by Stefan Sonnenfeld at Company 3’s new facility in Hollywood.

How did you ensure the integration of Krampus, the snowmen, and the hellhounds into the real-world environments?

We used HDRI (High Dynamic Range Imaging) to capture on-set lighting, ensuring CG characters matched their environments. Physical props and reference models were used during filming to guide interactions.

Garcia the polar bear bodyguard is such a unique and imposing character. Could you walk us through the creative process behind designing and animating Garcia? What were some of the challenges in bringing his character to life?

Garcia’s introduction in the North Pole, combined with the appearance of the elves, helps set the tone for the mythology for the city. Working from an original concept from Karl Lindberg, Rodeo FX created a bespoke asset. Details such as a tactical harness and ornate metallic embellishments helped integrate him into the world’s lore.

Performance-wise, Garcia’s on-set performance was provided by Reinaldo Faberlie, and his gruff, no-nonsense attitude served as reference for Rodeo’s animators. A 3D-printed, full scale head (based on the digital asset) was printed and mounted on a backpack rig for Reinaldo to wear as he performed with Dwayne Johnson and Chris Evans. This ensured proper eyelines and provided the cameraman with something real to properly frame. Rodeo handled animation, rendering and compositing integration.

The snowmen villains have a distinct blend of charm and menace. How did you approach their design and animation to balance these contrasting elements? Were there any specific references or inspirations you drew from?

Combining whimsy with menace, the ‘Snossassins’ were designed by Aaron Sims Creative, with animation by Imageworks. Their hulking, imposing forms provide a formidable obstacle for our heroes to overcome, but director Jake Kasdan liked the idea that their Achilles’ heel was their carrot noses – an iconic accessory to traditional snowmen.

The movement style was evolved by Julius Kwan, Imageworks Animation Supervisor, He envisioned them a simple movements for them due to the mass if the limbs, within with single-minded lethality.

The hellhounds are quite terrifying in their own right. Can you share how you achieved the look and feel of these creatures?

These creatures don’t have much screen time, but they were probably the most fun to do. Beginning with a design from Karl Lindberg, RISE built a 3D asset and refined the design to incorporate aspects of wolf, hyena and the spines of a porcupine. In terms of tone, they moved with the swiftness and agility of oversized canines.

What is the VFX shot count?

The film included over 1950 VFX shots, ranging from full-CG environments to creature animations.

What is your next project?

I get share that yet.

A big thanks for your time.

WANT TO KNOW MORE?
Rodeo FX: Dedicated page about Red One on Rodeo FX website.
RISE: Dedicated page about Red One on RISE website.
Sony Pictures Imageworks: Dedicated page about Red One on Sony Pictures Imageworks website.

© Vincent Frei – The Art of VFX – 2025

Daredevil: Born Again

The devil is back! The highly anticipated return of Matt Murdock is here with Daredevil: Born Again! Watch the new TV spot now and prepare for justice to be served—Hell’s Kitchen style.

The VFX are made by:
RISE (VFX Supervisor: Stuart Bullen)
FOLKS (VFX Supervisor: Phil Prates)
Phosphene (VFX Supervisor: Aaron Raff)
Powerhouse VFX (VFX Supervisor: Dan Bornstein)
Ghost VFX
Soho VFX
Cantina Creative
Anibrain
Base FX
SDFX
The Third Floor

The Production VFX Supervisor is Gong Myung Lee.
The Production VFX Producer is Fahed Alhabib.

Showrunner: Dario Scardapane
Release Date: March 4, 2025 (Disney+)

© Vincent Frei – The Art of VFX – 2025

Skeleton Crew: VFX Breakdown by DNEG

Step into the Star Wars universe with the VFX crafted by DNEG in Skeleton Crew. Over three episodes, their team crafted expansive CG environments, breathed life into otherworldly creatures, and engineered a heart-stopping spacecraft landing!

WANT TO KNOW MORE?
DNEG: Dedicated page about Skeleton Crew on DNEG website.

© Vincent Frei – The Art of VFX – 2025

F1

Go behind the scenes of F1 with Lewis Hamilton and the filmmakers. Discover the passion, precision, and untold stories that bring this high-octane world to life. Buckle up for an exclusive ride!

The VFX are made by:
Framestore
ILM
Red Visual Effects
Metaphysic

The Production VFX Supervisor is Ryan Tudhope.
The Production VFX Producer is Nikeah Forde.

Director: Joseph Kosinski
Release Date: June 27, 2024 (USA)

© Vincent Frei – The Art of VFX – 2025

Mickey 17

From the visionary director of Parasite comes Mickey 17—a daring exploration of identity, survival, and humanity’s future. The latest TV spot offers a glimpse into the world that will leave you breathless!

The VFX are made by:
DNEG (VFX Supervisor: Chris McLaughlin)
Framestore (VFX Supervisor: Stuart Penn)
Rising Sun Pictures (VFX Supervisor: Guido Wolter)
Turncoat Pictures (VFX Supervisor: Ryan Urban)

The Production VFX Supervisor is Dan Glass.
The Production VFX Producers are Whitney Gearin and Nicky Coats.

Director: Bong Joon Ho
Release Date: March 7, 2025 (USA)

© Vincent Frei – The Art of VFX – 2025

Red One: VFX Breakdown by Rodeo FX

In Red One, Rodeo FX elevates Christmas storytelling with a high-octane chase through the North Pole, stunning reindeer characters, and the majestic polar bear Garcia. Experience how visual effects create a truly magical winter wonderland!

WANT TO KNOW MORE?
Rodeo FX: Dedicated page about Red One on Rodeo FX website.

© Vincent Frei – The Art of VFX – 2025

Last Breath

When the ocean roars, heroes emerge. Last Breath follows seasoned divers risking everything to save a crewmate trapped hundreds of feet below. Don’t miss this pulse-pounding TV spot!

The VFX are made by:
RISE (VFX Supervisor: Stuart Bullen)
TPO VFX (VFX Supervisor: Jack Hughes)

The Production VFX Supervisor is Glenn Holbrook.
The Production VFX Producer is Sarah Tulloch.

Director: Alex Parkinson
Release Date: February 28, 2025 (USA)

© Vincent Frei – The Art of VFX – 2024

13 Jours, 13 Nuits

From the director behind Eiffel and The Three Musketeers comes a new, heart-pounding drama. 13 Jours, 13 Nuits plunges you into the turmoil of Kabul on August 15, 2021, where Commander Mohamed Bida stands guard as the Taliban take control!

The VFX are made by:
BUF

The Production VFX Supervisor is Olivier Cauwet.
The Production VFX Producer is Camille Gibrat.

Director: Martin Bourboulon
Release Date: 2025 (France)

© Vincent Frei – The Art of VFX – 2025

Dune – Part Two: VFX Making of by DNEG

Dive into the making of Dune: Part Two and witness the VFX work crafted by DNEG, featuring 2’156 meticulously crafted shots. Under the guidance of VFX Supervisors Paul Lambert and Rhys Salcombe, every frame brings the universe to life!

WANT TO KNOW MORE?
DNEG: Dedicated page about Dune: Part Two on DNEG website.

© Vincent Frei – The Art of VFX – 2025

Wicked: Jonathan Fawkner – Visual Effects Supervisor & Creative Director – Framestore

In 2021, Jonathan Fawkner shared insights into Framestore‘s visual effects for No Time To Die. Today, he returns to discuss his latest work on Wicked.

How did you and Framestore get involved on this show?

This film has been long in gestation. Framestore had worked with Universal and Mark Platt to pitch and greenlight Wicked as far back as 2020.

How did it feel to enter into the Wicked universe?

On our first meeting with Jon Chu he was immediately inclusive. He shared his casting videos of Cynthia Erivo and Ariana Grande: he shared his love of the genre and his passion for this story. He was also clear about how he would be relying on us; he put his trust in us and it was inspiring. From the get go we were fully invested. I knew there was common ground with the work I had done before and felt it was absolutely the right fit.

What are the sequences made by Framestore?

Framestore’s sequences are interwoven throughout the film; we extended Nathan Crowley’s sets for Munchkinland, including hectares of CG tulips, floating bubbles, and crowd expansion. Shiz University extensions and wider environment, and the buildings of Emerald City as seen from the ground. Doctor Dillamond and the other animal faculty were all made at Framestore including a caged lion cub and the Ozdust band. Framestore Pre-Production Services (FPS) were heavily involved with the film, and supplied previs and postvis on all of our sequences as well as the Defying Gravity number, which went to ILM for final VFX.

What is your role on set and how do you work with other departments?

We started shooting both parts in December 2022. Pablo Helman, Production VFX Supervisor, and I worked side by side largely splitting the work across the sequences that ILM and Framestore would handle. I spent a lot of time with 2nd Unit, who were providing a lot of VFX plates. I often found that I was the one member of the 2nd unit crew that was present for the main unit shoot, providing valuable eyes and ears. It also meant that I could add my own priorities to the shot list, knowing what I would need. We finished shooting in January 2024 after a small hiatus for the actors’ strikes.

Can you tell us about the creative process behind designing the magical landscapes of Wicked? How did you approach capturing the unique aesthetic of Oz?

Nathan Crowley had already established that Munchkinland would be the heart of the textile dye industry of Oz (the colour comes from tulips). He planted 9 million tulips which provided backdrop for closeup and medium shots of the cast. For the wides we needed to blend the flat Norfolk landscape into the rolling hills of Munchkinland. This meant our Montreal team had to not only build what must have been billions of our own digital tulips but also match the cadence of the subtle wind interaction, to effect a seamless blend from the Norfolk location to the Hertfordshire backlot. Then it was a case of designing a pleasing pattern for the fields and landscape cues to reinforce the epic scale.

What were the biggest challenges in creating the environments for Wicked? Were there any specific scenes that required particularly complex solutions?

The sets Nathan Crowley built were enormous and richly detailed, and so the extensions had to follow suit. Our design team came on in post-production so channelling the style and craftsmanship in camera is always a challenge: we need to honour the aesthetic while also ‘motivating’ the camera after the fact. It’s retrospective.

Big as the sets were, they still left a lot to top up. The sort of light you get on an exterior set that stops at 50’ is very different to one that is surrounded by tall buildings, so extensions are not simply a case of copy and paste. Shadows and ambient light are completely different, camera flares are no longer motivated etc. Keeping it photoreal requires some sleight of hand on each shot. Throughout the film we manipulated the plate to add direct light, extend shadows, design architectural glass to reflect light into the lens to replicate set lights placed by Alice Brooks (Director of Photography). What we inherited from production design was a beautiful architect’s sketch. What we needed was to act like an architectural designer: to assign the actualities. All the details, from window frames, to gutters to sculptures had to have a little Ozian touches and genuine appeal. To keep it cost effective the designs needed to work across multiple shots that were not necessarily framed with that in mind. As ever with set design in post, we don’t have the luxury of letting the camera react to the set. We have to design the set to work with ALL the cameras… after the fact.

How did Framestore collaborate with the production team to ensure the environments complemented the storytelling and characters?

The sets for certain events were physically separate at the studio but connected in Oz and across two movies too, so we were keen to offer environment solutions that kept everything connected and consistent while remaining compositionally satisfying. Jon Chu is very good at appreciating the implications of any particular design choice and we made sure to walk him through many options before embarking on long digital builds. We always start with architectural solutions and he’s excellent at distilling the essence of the design issues but also reminding us of the story points that they serve.

Were there any practical sets blended with your CG environments, and how did you achieve seamless integration?

This is the case on nearly every set. Our sets were huge and in most cases work continued on them even after the unit started there. We were careful to match materials from the set but we also had shots where we were able to achieve a richer finish than the painted fibreglass, so our work replaced areas of the set that were perhaps not finished, or were never expected to feature, but did.

Did you use any new technologies or techniques to enhance the realism and magic of the environments in Wicked?

Wicked is fantastical and while we always strive to replicate reality of a physical scene, no one on this production ever pretended that Oz was a real place – that encourages the film makers to allow themselves license to lean into design even at the expense of realism. That said, our work succeeds when it looks as hyper real as the physical production design or lighting and brings that same sense of delight that Jon is always striving for.

For the digital crowd I used a technique that I had not previously encountered. Partnering with Dimension Studios, we photographed the background cast volumetrically. This enabled richly detailed cloth and facial performances without the need for complex rigs or crowd sims. Relighting was made easy by splitting geometry and texture. What was harder was separating different materials.

On Wicked we utilised machine learning techniques to help with the separation, and this meant thousands of frames of dancing crowds did not pose quite so much of a problem as it might have done in years past. The limitation with this approach ended up being logistical. With a small window where cast, wardrobe, make-up and catering were available, there was a limit on data storage and bandwidth available on Dimension’s mobile studio setup. This meant we could only store one minute of performance per agent. We had at least one minute of action we wanted from our crowd so I had to compose a concise menu of actions to be performed without breaks and without error. To make sure it was even possible, I put myself in costume and became one of the crowd’s munchkins.

Doctor Dillamond is such a unique character. How did you approach his design and animation to balance his animalistic traits with his human-like qualities?

Our Art Department had produced the concepts for Doctor Dillamond, so in VFX we began to cast about for a real goat to form the base for our character. Bizarrely, I happen to have a goat sanctuary down the road from where I live, and they had a goat that fit the bill with the right size and shape. This meant we had a basis for believability which was always Jon’s starting point.

Dale Newton, our Animation Supervisor, and the animation team constantly adapted what they wanted out of facial muscles and groom from the asset team to capture a particular expression. Out of this Dillamond slowly appeared. We also worked with the costume department to get samples of the different fabrics and designs of the human professors at Shiz, so that we could do our best to match Dillamond’s attire to that of his colleagues.

What specific challenges did you face in bringing Doctor Dillamond to life, both visually and in terms of performance?

Doctor Dillamond does not have much screen time, but in many ways he embodies the emotional MacGuffin for Wicked. Elphaba’s empathy with animals has to be quickly established and her sympathy with the plight of this animal in particular really has to land in order to achieve that.

Characters based on animals with monocular vision are often anthropomorphised for cinema – to bring their eyes and the emotional read closer to that of a human. I was very glad that Jon was not interested in this because it gave us an opportunity to deliver a performance on a creature that did not require too great a leap of faith from the audience. I mean, he talks and sings but he wasn’t especially designed visually for that.

When Peter Dinklage delivered his read, it gave us waypoints to hit in terms of expression but the animation team were also constantly proposing alternatives to Jon. You read a lot more subtlety in a human face than you do on a goat, so we couldn’t just lift from Peter directly. We had to draw on smaller physical traits of his character to further enhance the overall performance. His ears are lovely signifiers, his eyes can look particularly askance and his glasses are a useful prop to overtly gaze over. This is the stuff that was particularly useful in his reaction shots, when there is no vocal performance to match.

Can you elaborate on how Framestore worked with the actors and directors to ensure Doctor Dillamond’s movements and expressions aligned with the narrative?

Whenever we had Doctor Dillamond or any of his faculty in a scene, we had performers on set who would provide blocking with the actors. This enabled Jon to see his scene quite vividly and respond to the cast and the decisions they made, even if it was a tiny monkey on a stick. Of course, we tried to get clean passes with very minimal markers and relying on the muscle memory of the actors, but inevitably some of the best takes had the puppeteers still in the frame, which called for some quite heroic paint-out work.

When patience and time allowed, usually on 2nd unit, we would record the output of the camera during the puppet pass and in an act of impressive low tech efficiency, simply play it back on a phone mounted on the wheels to achieve the same sense of reaction on an empty plate.

Were there other creatures in Wicked that posed unique challenges for Framestore? Could you share some insights into their creation?

The most fun we had with a lot of the creatures was finding what aspect of them, to a greater or lesser extent, made them ‘Ozian’. It involved a huge amount of design work. Deviating from nature is always a delicate balance which by and large Jon was attuned to, so giving a giraffe a mullet or a snow leopard a Dali moustache was lots of fun. It’s not easy to know what should come first when you are casting about for animals for an animal band. Visual interest, or musical viability. Who knew chickens would play an Ozian piano, or a sugar glider the drums? And not just any chickens either. They had to be the most elaborate show chickens we could find! (They had some at the goat sanctuary…which was handy!).

Were there any unexpected technical or creative challenges encountered during the production?

We don’t have many massive full CG shots. Some, but not many. Even most of our establishers feature an element of main unit photography. With a singing cast and often huge background chorus it really did not leave a lot of time or headspace for the film-makers to pause to consider visual effects. We had to fight for attention next to the other crafts who were all operating at capacity.

My back garden became an unofficial backlot and now that my iPhone can shoot at 24fps underwater in log I was able to supplement the effects. We had a pyro shoot for fireworks, my daughter played Glinda’s hand cutting through the surface of the water and I played the Wizard projection emerging from a cloud of mist during the Wizomania show. It was low tech solutions that were made possible by high tech advances.

Looking back on the project, what aspects of the visual effects are you most proud of?

I got pretty involved in this film. Thanks to so many generous people, from Pablo and his team, to Jon, the 2nd unit team, our amazing data wranglers lead by Chris Lynch, the Clear Angle team as well as my own wonderful Framestore and FPS teams, I am so honoured to have my fingerprints everywhere. There’s no one aspect that stands out.

How long have you worked on this show?

It’s about 2.5 years to date.

What’s the VFX shots count?

Framestore delivered 870 shots for the film.

What is your next project?

We’ll be going back to Oz for Part Two!

A big thanks for your time.

// TRAILERS

WANT TO KNOW MORE?
Framestore: Dedicated page about Wicked on Framestore website.

© Vincent Frei – The Art of VFX – 2025