IF: Chris Lawrence (Production VFX Supervisor) & Arslan Elver (Animation Supervisor) – Framestore

In 2021, Chris Lawrence explained the work of the visual effects created by Framestore on The King’s Man.

In 2020, Arslan Elver discussed his contributions to Lady and the Tramp. Following this, he continued by working on Thor: Love and Thunder.

How did you get involved on this movie?

Chris Lawrence: I had just finished working on a short of Paddington having tea with Queen Elizabeth and was starting to prep another show. We had a call with John to talk through how we had made Christopher Robin. I remember being impressed during the call at how well prepared he was and how much detail about VFX he understood – perhaps he’s an Art of VFX reader?! He pitched his vision for the movie and the characters and the influences behind it and after I thought “wow, that’s going to be great!’’.

How was the collaboration with Director John Krasinski?

Arslan Elver: Amazing! He is one of the most collaborative directors I’ve ever worked with, and his enthusiasm and energy are contagious! He was open to the creative ideas we proposed. From character designs to crazy camera movements in previs, to paying homage to Esther Williams, to suggesting cut changes to support our beloved IFs thought processes for better readability. He was on board all the time. For example, I suggested to John to add a constant squint to Lewis’s eyes. I was inspired by a picture of the late Louis Gossett Jr. and thought it would give more depth to the character. Lewis’ constant squint became a defining trait of the character. There were lots of similar moments where a combination of hard work and fun helped create these beautiful characters and make something special.

Chris Lawrence: John is an incredible creative, ideas are just flowing out of him the WHOLE time! He also has this completely contagious enthusiasm for our process. This was extremely helpful as he would actively want to get stuck in with us and figure stuff out together. We went through multiple phases of this from the initial idea generation, through the practical/logistical challenges of the shoot and performing with so many different sized and shaped characters, to visualisation during the editing process to flesh out the scenes. It felt like he was very tuned into our needs and dedicated himself to helping our work be the best it could be. Normally this involved a combination of keeping us all honest about the story value of our ideas, along with knowing what only he could know about where he wanted to end up. I think you can only do this as efficiently as John did when you have a very clear vision behind it all, especially when the ideas themselves are all original and being introduced to the world for the first time.

How does his experience with the creatures of A Quiet Place help him on this new show?

Arslan Elver: He really understood the importance of CG characters thanks to his experience working on A Quiet Place. But, for IF, the challenge was even greater due to the characters’ performances and how they interact with the cast.

Chris Lawrence: I wasn’t involved with A Quiet Place but the breadth and scope of this one was significantly different! We had over 40 unique characters make it into the movie, all different scales with different movement languages. One of the things we all agreed on was that in terms of camera and blocking we were going to treat it like the characters were really there. I think on A Quiet Place he had played the monster himself and he definitely undertook to do this with some of the IFs! It worked really well as obviously he knew what he wanted.

Can you describe the creative process behind designing the adorable creatures?

Arslan Elver: We started with 2D sketches, andwere provided with ad some amazing artwork. Translating a 2D drawing to a 3D model that works at every angle is a significant challenge, though, since you want to keep the character appealing and lovable from every conceivable angle. We worked with Owen Jackson and Framestore’s visdev department to generat quickfire iterations, trying different ideas and proportions of the characters – a hugely creative and exciting process when it came to finding new things about the characters. As part of this process we fine-tuned elements like Blue’s facial structure, Cosmo’s jacket and how his eyes would work. Another example was how Bubble would have mini bubbles around her, and how she might burst and reappear. Right after that, we took the characters into the Framestore pipeline and built them so they’d be technically correct for face shapes and rigging. For Blue, we used a new facial rigging system which is more like what you’d find at a feature animation studio – it allowed us to really achieve any shape you wanted. We alsohad a special cage system around his body that allowed animators to shape his silhouette as required.

For Blossom it was quite a challenge to get her face work in 3D. Being a Fleischer-era inspired character meant there were significant challenges when it came to to transfering her into our 3D world. With 2D characters the name of the game is to ‘cheat’ from different angles – 2D animators can draw differently from a three-quarter or side view. When you transfer the design to 3D, though, that simply doesn’t work – this is something I’d learned working on the live-action Tom & Jerry film, which involved the same kind of 2D-to-3D challenges. In this case, the biggest advantage was that we got to set the rules for Blossom. With the help of 2D design we first established our base model. The next stage was making the facial rig work around that base shape, which highlighted potential issues or ‘problem’ angles. From here the process moved to something quite similar to a 2D model sheet.

Chris Lawrence: It was interesting as we tailored our approach to each character. With Blue we had a pretty solid concept to start with so we moved quickly to make an animatable CG character with Framestore’s visual development team. We initially showed him off walking and running through the Framestore lobby. This helped us evolve his silhouette and find key attributes of his performance. With Blossom it was a different design challenge: we had to evoke the feeling of the Fleischer era, with a 3D model that worked well from all angles. We had an initial sketch which John loved, but we brought on 2D animator Gary Dunn to do model sheets to help us translate that into a series of 3D poses. He really did an incredible job, in the end she had an enormous amount of appeal and is one of my favourite characters in the movie. With Lewis we didn’t really have an approved sketch, more an idea. We took a chance and went pretty much straight into a 3D build in Blender, using some of Framestore’s proprietary groom tools in Maya to get his fur the way we wanted. The render that came out had so much attitude John fell in love at first sight and from then on we had to be very careful not to deviate far! We took a similar approach with a lot of the tertiary and crowd IFs – going very quickly into 3D models with Framestore’s visual development team, sometimes without even having a sketch to start with. This worked well and I think the team had a great time pitching their ideas!

What inspired the visual aesthetic for these creatures, and how did you bring them to life through animation?

Arslan Elver: It all started with the original kid who imagined them: each child’s background, the era they grew up in, what inspired them or sparked their imagination. The next big thing – which John was very clear about from the beginning – was that all these characters need to feel like they belong to the same world as their kids,so they have to be truthful in their emotions and needed to feel absolutely genuine. All of this mad for some interesting creative challenges for our animators, since we had to make every single character act naturally while retaining their own unique quirks and idiosyncrasies.

Chris Lawrence: There’s this ‘truth’ running through all the characters that they originate with children’s creativity and imagination. What was nice was that we were able to interpret that across a wide range of eras: Blue’s almost puppet-like quality, Blossom’s early 20th century animation, Uni’s very contemporary plush toy feel. In each case we were careful to make the IFs feel hand crafted. Of course movies like Who Framed Roger Rabbit were hugely inspirational, but we were trying to deliberately sit them in our world rather than feel like a composite.

Were there any specific challenges you faced when designing and animating the creatures, and how did you overcome them?

Chris Lawrence: Blue had a number of challenges – one of them was his colour! Purple can be a tricky colour on film – too much cool light and it turns blue, too much warm light and it desaturates or goes magenta. Under normal circumstances it probably would have been fine to have some blue shadow areas in his fur, but John and the producers were very keen that not a single pixel ever appear blue (since it’s a story point that he’s called Blue but coloured purple!). So we had to tread this really fine line in the DI, sometimes with multiple updates of the comps to make sure he was the right colour under the grade Stefan was doing. Another notable thing with Blue was his scale, we had a pretty unwieldy full size lighting proxy that the VFX production/wrangler team did an heroic job of getting on and off set while we were shooting! To work around difficulties we encountered with the full scale puppet, Arslan would often do live visualisation on set, using iphone lidar scans and video assist stills, to make sure the cheats we were employing worked on camera.

Arslan Elver: Each character had his or her unique challenge to be honest. For Blue, it was his sheer size as he wasn’t able to fit in everywhere easily. Also, his facial structure was a challenge due to its huge eyes and big mouth. We went for more of a feature animation rigging technique, where we combined blendshapes with deformers to create more organic, squishy shapes.

As I’ve mentioned, Blossom’s design was inspired by Betty Boop-era character and with 2D characters you’re able to ‘cheat’; by drawing the character from different angles.Being the boss of our own character meant we set the rules from different angles for her face structure, and ourrig allowed the artists to sculpt the cheek and eyes to make more appealing shapes.

There were also challenges on the performance front: Blossom’s a sassy character, but we didn’t want to make her arrogant. We looked at Fleabag and picked some of Phoebe Waller-Bridge’s idiosyncratic head moves that we could translate to Blossom. Then you have these moments like where she’s giving her big sales pitch to Bea to get her onboard for the matchmaking agency, where there’s a need for her to be heartfelt and genuine while also bickering with Cal (Ryan Reynolds).

For Lewis, it was all about conveying wisdom. We were really inspired by photos of the late Louis Gossett Junior: teh depth of wisdom in his smile, and the characterful wrinkles around his eyes, both of which we applied to Lewis. We wanted his body posture and general performance to reflect age, experience and knowledge but to retain an upbeat sense of character.

Lastly I just want to add something about Cosmo, since he’s such a fan favourite. His “cloak and dagger!” line added a lot of fun, but he was a character where we bent the rules of physics here and there to make him appear and disappear in a few frames in order to make the most of his spy-like character.

How did you ensure that each creature had its own unique personality and charm in both design and animation?

Chris Lawrence: John was rigorous about contextualising all the characters in the story, when we pitched ideas often the idea behind the character “what kind of kid would imagine them?” – was as important as the character itself. There was a through-line in terms of the craft and creativity of a small girl’s imagination, but within that we aimed to be as varied as possible. So for example we made good use of goggly eyes for the background characters because my kids use them a lot in their craft projects, they went on everything from a banana with no pants to a dancing pipe cleaner!

Arslan Elver: I suppose I answered part of this in the previous question. But one thing I can add is that we really embraced each character’s unique design features and leaned into them: Blue’s puppy-like ears. Blossom’s sassy head moves; Cosmo’s snappy actions that bend physics; Uni’s shy but extremely genuine eyes; Guardian Dog’s tough kid play. I genuinely believe that John and our animation team d gave birth to something unique, and that even though there are a great many characters each one’s distinct personality leaves, a mark on your memory.

Were there any particular real-life animals or creatures that served as inspiration during the design phase?

Arslan Elver: We got inspired from dogs for Blue’s ears! I think that was the most obvious one. Mostly we were inspired by the voice actors, John’s performance briefs and our animators’ never ending reference shoots!

Chris Lawrence: I am happy you asked that. I have a great friend who is a VFX Supervisor in NYC and her cat Boris was used as extensive photographic reference for Octocat!

What role did technology play in bringing these creatures to life, particularly in terms of animation techniques?

Chris Lawrence: Technology was a part of our process in so many areas, and its very interesting to me that we have evolved to a place where we’re almost blase about its use and impact – we just take it for granted. We used an ‘augmented reality’ tool on an ipad called Farsight Go (part of a wider virtual production toolkit, developed by FPS, Framestore Pre-production Services) ‘Farsight’ during the scouts and prep period to help place characters and figure out the blocking on set. Doing postvis for the director’s cut, we had an automated rotoscoping pipeline. I’m not sure how it worked but to me it was basically magic: we would ingest the plates and a rough roto would show up! This was a workflow innovation that had really big implications for us as a production, because it meant we could do postvis on whole takes before there was even a rough cut.

We took a different approach to rigging some of the characters, such as Blue, using pure deformation rather than blendshapes. This was to give better articulation to areas like the mouth so they could do sweeping arcs rather than linear blends between shapes. John was very particular about lipsync, so this paid dividends towards the end of the process where we were able to finesse this motion. Blue also had cloth and hair simulations for collisions and creases, which all contributed to his tangible feel. Every pixel of the characters were rendered with Framestore’s proprietary renderer, Ffreak, which made the process seem effortless to me, though I’m certain there was an awful lot of hard work going on behind the scenes! And that’s just talking about one of the characters – each of them presented their own unique set of challenges, from Bubble’s shading to Cosmo’s jacket simulations and then the cumulative complexity of having everyone together in the theatre!

Arslan Elver: Rigging wise, particularly for Blue, we didn’t use our usual FACS based shape network but relied on a more deformer based system which was unique. That allowed animators to shape a lot more freely and do funny facial expressions, but also introduced a learning curve for exploring the character’s intricate facial features.

While I was on set, Chris had the idea of me connecting to my Framestore workstation. We took lidar scans of the set and I was grabbing frames from qtake on set from a particular take. I was able to quickly eyeball a few ‘key’ moments in Maya and pose our characters. This allowed me to give rigging feedback to our teams and allowed me to fully understand the environment/set. I was also able to show these ‘key’ poses to John, which helped inform (and inspire!) him and helped lay the foundation for the Framestore Pre-production Services (FPS) postvis process afterwards. All of this paid dividends on many fronts.

How did you balance realism with the need to create creatures that were both cute and endearing to the audience?

Chris Lawrence: Blossom is a great character to illustrate this. Early on we discussed making her more toon-like, in the vein of Roger Rabbit, but John wanted her completely ‘in our world’ rather than living on a ‘layer’ and feeling composited in. So the challenge became creating a completely appealing and authentic 3D model that clearly had that lineage of early 2D animation, but moved with all the appeal and attitude of Phoebe’s character. I think the Framestore team did a great job of lighting her, there’s a richness to a lot of the shots and really sets her in the scene. We had a late breaking realisation that making her slightly more reflective overall really helped add to this feeling, so some of the shots where the lighting was naturally flatter were updated with this change to make them richer.

Arslan Elver: Believability of performance is always absolutely key. Whether the character you’re animating is a bubble, an astronaut or an anthropomorphic dog it’s all about acting, which meanse even the slightest eye dart, head movement or hand gesture was key. I think I can easily say that, apart from Cosmo, we stayed quite true to the mechanics of the live-action world and always kept things natural in terms of performance. This allowed the audience to empathise with the character on screen, regardless of the form they took. ‘Appeal’ was a key word we talked about a lot with sups and leads. There were times that, say Blossom, might not be looking appealing from a particular angle. So it came down to the artistry of talented animators to make sure that even a slight head orientation allowed the character’s inherent appeal to shine. Similarly, it could be an opportunity to do something with Blue’s puppy-like ears for a specific reaction to communicate the necessary emotion while keeping the character’s appeal.

Did you encounter any unexpected surprises or breakthroughs during the development process of these creatures?

Arslan Elver: I’ve gotta be honest, one thing I was scared about was how to fit Blue into a shot but in the end it wasn’t an issue at all – he worked out perfectly. I was expecting Blossom’s facial structure and her expressions to be challenging given her 2D aesthetic. Adjustingour rig to react to particularly tricky angles was the big breakthrough there.

Chris Lawrence: My biggest surprise was when Blossom came together with all the elements: her performance, the look and feel of her model and costume and ‘living’ in the scene with the rest of the cast. At that moment that we were going to get away without having to pose and animate her very specifically towards camera in order to make her work as a character, and this was extremely liberating.

How did you ensure that the creatures fit seamlessly into the overall visual style and world of the film?

Chris Lawrence: Jess Gonchor was the production designer and he’d been involved with the characters from the outset. I think the world of the movie grew in a very deliberate way around the characters. Cal’s apartment was such an incredible set, an amazing space so rich with all these tiny details. We were very lucky to be shooting in NY, so the world outside was completely authentic. Janusz Kaminski was then able to elevate it with some pretty spectacular lighting choices to meet the magical realism we were bringing. Jenny Eagan did the same with costume and the whole thing came together in a very beautiful way. Jenny and I have worked together before and her team were particularly collaborative in helping us dress the IFs and always asking us the right questions to get to the heart of the characters. She challenged me in a great way once by saying ‘what does Blue smell like?’ – croissants apparently!

What were some of the key considerations when designing the movements and behaviors of these creatures to enhance their cuteness?

Arslan Elver: I’ve answered some of this in my previous replies, but each character’s physical shape tends to dictate the performance choices. That’s a given even for live-action acting, and I believe because we methodically analyse what we can do with each character’s particular body shape and physiology, it imbued their performance with a realism that allows audience to feel them as real characters.

In the case of Blue, he’s this naive but overly excited purple, huggable, mega cute character. When we first meet him he’s interacting with Cal and we wanted to convey the character sense of honesty. We used his ears to help sell particular emotions or reactions.

As a dancer, Blossom had to be lighter and more nimble. After analysing Phoebe’s Fleabag performances and John’s amazing direction of her for the voice recording session we had plenty to play with in terms of unique gestures and characteristics. I love how she was bickering with Cal in that early scene – this was something John encouraged us to push more without breaking her character.

Can you share any behind-the-scenes anecdotes or stories about the creation of these creatures?

Chris Lawrence: John invited the VFX team to pitch their own imaginary friends. This was a really fun bit of the process and resulted in quite a few of the characters we see on screen. My (then two-year-old) daughter loved bubbles at the time and I thought it would be funny to have a bubble who was anxious and afraid of popping. One of our character art directors pitched quite a few including ghost ‘King Andromedus the third’ and the knights, which were one of our few (mostly) in-camera IFs.

Can you discuss any specific scenes where visual effects were particularly challenging or innovative?

Chris Lawrence: We took an approach of having performers on set in place of the IFs for entire setups, which gave us loads of really challenging paint work throughout the movie. The goal was to help the interactions with the live action cast feel as real as possible, which I think worked out well. This was taken to an extreme in the Tina Turner dance section – we had 20 dancers on stage all interacting with Cailey and Ryan, all filmed on steadicam in a two minute long single take of the entire routine! It was basically impossible to get a matching clean plate to paint the dancers out with, especially as the poor guys in knight outfits were originally intended to be in-camera (in the end we replaced them with CG doubles for a few shots to help continuity to accommodate an edit change). Framestore’s team in Montreal did an amazing job of matching the lighting and building a CG stage to aid the paint outs. The good news was that the animation itself was a close match to Mandy Moore’s choreography, so although it was a lot of work it at least they could go off what the dancers were doing and re-interpret the motion for the IFs.

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

Arslan Elver: For me the sheer amount of unique character we helped the filmmakers to create to inhabit their world and act with the same depth of feeling you’d expect from live-action actor. Also, we don’t always find ourselves working on a original IP so it was pure joy to be able to bring something to life from thin air.

Chris Lawrence: It’s great to think that we brought all these new lovable characters to life. I was lucky to go and see it with my own kids who were enthralled by Blue and Blossom, it was definitely a highlight of the whole experience! Everyone worked hard to allow the animated performances to shine and I think Arslan and the whole team did a fantastic job.

Tricky question, what is your favorite shot or sequence?

Arslan Elver: Oof, that’s a tough one! Whichever scene i choose, people who worked on other scenes will be like, come on! I’d say either the Tina Turner dance number or thefirst time we meet Blue – he’s just so goofy and naive there. When I watched the movie for the first time after we wrapped, I couldn’t help but constantly giggle to his reactions.

Chris Lawrence: It would have to be the Tina Turner dance number – for the sheer invisible complexity of the VFX, and for Tina’s song which still sounds good even after hearing it SO many times!

How long have you worked on this show?

Chris Lawrence: I was on for 23 months.

A big thanks for your time.

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

© Vincent Frei – The Art of VFX – 2024

Fallout: Yao Guai Breakdown by Framestore

Curious about how the Yao Guai was crafted for Fallout? Framestore spills the secrets in this VFX Breakdown. From the first sketch to the final roar, see what it takes to bring the Wasteland’s most fearsome predator to life:

WANT TO KNOW MORE?
Framestore: Dedicated page about Fallout on Framestore website.
Jay Worth: Here’s my interview of Production VFX Supervisor Jay Worth.
Prime Video: You can now watch Fallout on Prime Video.

© Vincent Frei – The Art of VFX – 2024

Doctor Who – Season 1: VFX Breakdown by Goodbye Kansas Studios

Dive into the vast expanse of the universe with Goodbye Kansas Studios‘ visual effects crafted for the Episodes 1 (Space Babies) and 3 (BOOM!) from the latest season of Doctor Who:

© Vincent Frei – The Art of VFX – 2024

Halo – Season 2: VFX Breakdown by MPC

Prepare to be captivated by the new season of Halo, where MPC‘s visual effects bring the Covenant creatures to life as well as various immersive environments and intense fights:

© Vincent Frei – The Art of VFX – 2024

Avatar – The Last Airbender: VFX Breakdown by Barnstorm VFX

Go behind the scenes and discover the visual effects work by Barnstorm VFX as they bring a terrifying creature to life for the Netflix‘s live-action adaptation of Avatar: The Last Airbender:

WANT TO KNOW MORE?
Netflix: You can now watch Avatar: The Last Airbender on Netflix.

© Vincent Frei – The Art of VFX – 2024

Atlas: Lindy DeQuattro – Production VFX Supervisor

Back in 2019, Lindy DeQuattro explained the visual effects process for Dora and the Lost City of Gold. She then went on to work on Cops and Robbers.

How did you get involved on this movie?

Kerry Shea, who knew of me from MPC, is one of the VFX executives over at Netflix, and she had been looking for an opportunity for me over there. Kerry gave my name to Jeff Fierson (the producer) and Brad. They liked my work on Pacific Rim especially given that there was some overlap with the type of VFX between Pac Rim and Atlas (giant mechs, epic battles, CG environments, etc). I loved the idea of working on a big budget Sci-Fi film with a female lead. I had a couple of zoom calls with each of Brad and Jeff (during Covid). We all felt like we shared our desired approach to the VFX work, and we vibed well, so we decided it was a good fit!

How was this new collaboration Director Brad Peyton?

I love working with Brad. He is the ideal kind of director for big VFX projects because he meticulously plans, boards, and preps for every shot in the film and then doesn’t deviate tremendously from those plans on the day. He also has a lot of experience doing big VFX films so he speaks our language, he understands what is possible given the time/money constraints we may be under, and he’s very reasonable when concessions need to be made. He’s also very open to good ideas no matter where they come from so that allowed me to have a lot more creative impact than I sometimes do.

(L to R) Brad Peyton (Director/Producer) and Jennifer Lopez as Atlas Shepherd on the set of Atlas. Cr. Ana Carballosa/Netflix © 2024.

How did you organize the work with your VFX Producer?

Blondel Aidoo (VFX Producer) and William Marlett (VFX Assoc Producer) are a well-oiled machine. Those guys have worked together on several projects, and they are total pros. They interfaced mostly with the studio (Netflix) and with the film’s producers, as well as the vendor VFX producers. I interfaced with Brad, Bob Ducsay (editor) and his team, and all the other HODs as well as the internal VFX supes at each of the vendors. And then of course Blondel, Willie, and I were in constant contact with each other to make sure the finances and the creative were compatible with one another. We attended all reviews together. We met with the studio together weekly. We were either in the same office or zooming each other daily. In general, Blondel handled the money, and I handled the creative, but if there was a shot Blondel didn’t like or if I was asking for something we couldn’t afford, he would let me know. Alternatively, if there was something I felt very strongly about, he found the money to get it done. It was a very collaborative relationship.

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

We previs’d almost the entire film on Atlas. It was a huge amount of previs and techvis to do in a relatively short amount of time. We briefly considered splitting it up, but I really wanted the continuity of using one vendor on the whole thing. I had worked with Halon before and luckily, they had the bandwidth to take on the whole project. They did a great job and brought lots of great ideas and fun camera work to the all-CG beats. They also generated all the techvis that we used to program the motion base and to direct the camera work on set. We even brought them back in post to do postvis.

At the beginning of the project, we had Territory Studio doing all the graphics, but once we got into post, we kept adding more and more graphics shots and elements, so it became clear that we needed to bring on another vendor to handle the increase in scope. Blondel and Willie had worked with Cantina Creative before and had great things to say about them, so I agreed to give them a try. They knocked it out of the park.

For the big 3D work, we initially split it 50-50 between MPC and Scanline VFX, but the project grew from about 900 projected VFX shots at greenlight to over 1600 shots in post so we decided to bring on ILM to handle a lot of the growth. On the one hand, it was great that our characters are constantly traveling through new environments, so we didn’t have to share any of those across vendors. However, it was a bit tricky that some of the main characters like Smith appear in every sequence throughout the film. Our saving grace was that Smith evolves over the course of the film. At the beginning he looks more pristine, but he is super awkward in his movements because Atlas isn’t synched with him yet. Towards the end, he is super beat up looking but his movements are much more fluid and agile because Atlas has achieved full synch. This allowed us to break up the work by sequence without having to worry too much about continuity of look or performance.

I gave Scanline the first third of the work down on planet GR39, MPC did the middle third of the work down on GR39, and ILM did the final third of the work on GR39. We had each vendor do a paintover of what Smith would like in terms of damage at the beginning and end of their body of work. Once we had Brad sign off on those, we passed them along to the next vendor to do the same. This way, we didn’t have each vendor waiting on a 3D turntable which would have put ILM way behind in the schedule in terms of asset building since their sequences were at the end of the film. MPC also handled all the big 3D VFX in Space and they did the futuristic views of downtown LA and the ICN headquarters. Scanline handled the Hollywood sign opening beat. We also had a large team of In-House compositors and 3D generalists to fill in all the gaps like the gunfight in the rundown apartment building at the beginning of the film.

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

During prep there was a lot of back and forth about which department would handle which aspects of each sequence, so I worked especially closely with John Schwartzman (DP), Barry Chusid (production designer), Al Poppleton (stunt coordinator), and JD Schwalm (SFX supervisor). My desire was always to do things practically if possible. In my mind VFX is a very powerful tool, but it should only be used when something is too expensive, too dangerous, or impossible to do practically…so that’s how we approached everything. Oftentimes we would bid things both ways and then of course the producers would vote for whichever method cost less. Sometimes that would be fine, or sometimes Brad and I would push to still do it another way if we felt there was a clear creative benefit. There was a lot of that type of negotiating that happened before we locked on the final budget and started filming. Once I’m on set, I have a few different roles.

First of all, I’m there to make sure we collect all the data we need to execute the work in post and to make sure that we are shooting the plates as needed for the VFX work to be successful. That means clean plates, chrome spheres, HDRIs, lidar, photogrammetry, texture ref, etc, etc. All the usual VFX stuff. Second, I’m there to problem solve when things don’t go according to plan. For example, if we programmed the motion base to do a certain action but then Jennifer’s team isn’t comfortable with the amount of movement, or Jennifer or Brad have a new idea on what Smith might be doing, or a piece of equipment breaks, etc, etc. Whenever we need to pivot, I’m there to come up with the best solution. We had a situation on set with the oxygen mask where Jennifer put it on the first time and it wouldn’t stay in place, it fogged up, and she found it uncomfortable and restrictive. We had to make a quick decision on what to do. I gave them three options: either we remove the glass portion of the mask and we replace it digitally in post (very expensive), we remove the entire mask and say that she is actually able to breathe on the planet (major story change), or we remove just the glass portion of the mask and say there is some futuristic technology that allows it to deliver oxygen to her that we don’t know of and we don’t need to explain to the audience. (After weighing all the pros and cons, we decided to go with option three.) And finally, my job is to be a security blanket of sorts to the director, the producers, and all the other departments on set. Most people don’t understand how the VFX work. They don’t understand the data we are collecting or why, and they feel unsure that the end result is going to be successful given that what they are seeing on set is generally not what they want the final shots to look like. I’m there to talk them through it, answer questions, and try to alleviate everyone’s concerns about the technology.

Can you describe the initial concept and inspiration behind the visual effects in Atlas?

Brad initially pitched the feel of Atlas to me as a mix between Pacific Rim and Alien. Barry had already done some mood concepts for most of the environments and the complete design for Smith before I came on the show. Based on Barry’s designs and a Pinterest board that Brad put together of a bunch of different references that he liked, we came up with the term retro-futuristic to describe the overall aesthetic of the film. We wanted the tech to have a ‘brutalist’ feel and be very grounded. To that end we stayed away from the cool tones and the white, bright, shiny, new look that you normally see in the tech of a lot of sci-fi films. We went with warm retro tones like yellows, browns, oranges, avocado green and we went with heavier, bulkier robotics, but we wanted to stay away from the post-apocalyptic feel of Blade Runner for example. We wanted it to feel grounded in today’s reality. Brad liked the idea that the technology for the ICN forces felt very different from the technology for Harlan and his centurion forces. The ICN tech was more polished, new, and straight off the assembly line, while Harlan’s forces had stolen parts from older tech all over the world and then kluged it together, so their tech was much rougher and older looking with visible welds and damage and rust. For the environments, we referenced Forbidden Planet and Fantastic Planet as well as the Star Wars universe and lots of individual artists that Brad had collected. For Smith, while Barry had already completed the overall design, there were a lot of discussions about how big exactly he should be. At one point we were thinking of having him much larger, but in the end, we calculated how large the cockpit would have to be to fit Jennifer and achieve the shots Brad wanted to get, and then we made Smith as small as we could but still accommodate that cockpit so that he would be more relatable and his scenes with Atlas more intimate.

https://youtu.be/RwmpugO7Sg4

What were some of the biggest challenges you faced during the visual effects production for Atlas?

Technically the shots of Jennifer in the cockpit were the most difficult. We decided to for go motion control so that we could use that money in other areas. Instead, we had to rely on techvis and good camera operators to shoot multiple plates that would still lock together well. For every shot of Jennifer in the cockpit we first did previs. Once that was signed off by Brad, we did the techvis: one for the camera, and one to program the motion base. Then we tested the motion base action with a stunt performer and finessed it until they determined that it was smooth enough for Jennifer. Next, we taped out a giant grid on the floor that matched our grid in the camera techvis and each night we would tape out the camera moves for the next day. In the morning, I would review the camera techvis with the camera team and we’d rehearse a few times before loading Jennifer into the cockpit and shooting. We spent 23 shoot days in the cockpit on a green stage. In addition to all that, Brad determined early on that he got the best performances from Jennifer when he used 4 cameras on every setup and then just let her run through the whole scene, rather than shooting a master and then coverage. This meant that at least one of the cameras was always shooting off the set so we ended up with a lot more set extensions than we had originally planned for. It also made it harder to direct Jennifer’s actions in terms of eyelines and hand movements for the graphics, so we had to kind of scrap all our original layouts and just retrofit everything to her actions on a per shot basis once we got into post.

https://youtu.be/HVS5PyfRXqQ

How did you approach the creation of the film’s futuristic environments?

We started with 2D artwork for each environment. Barry Chusid is an amazing production designer, and he came up with some beautiful and varied looks for each of the environments. It was important to Brad that the alien planet had scope, and having Smith and Atlas move through several different environments was the best way to achieve that. Originally our philosophy was to try to shoot plates for every environment and then augment them with VFX to feel more futuristic or alien. We used this technique with all the Earth locations (Hollywood, LA, ICN hangar) as well as some of the environments on GR39 (the forest, Harlan’s compound, and the final fight area). Because of restrictions in our shooting radius due to the rules of the California tax credit, there were some environments that ended up being all CG (the sinkhole, the cave, the canyons, and the swamp) but we referenced real world locations for everything and even the alien plants that we added were based on actual underwater plant life or other bizarre and unusual plants.

How did the design of the futuristic environments evolve from the initial concepts to the final version?

In most cases we just added more elements to the original designs. Brad wanted the planet to feel very hostile and he’s kind of a ‘more is better’ guy so we just kept layering things in. Some of the environments really didn’t change much at all. The swamp looks pretty much like the original artwork. The cave was originally done more in cool blues and had more bioluminescent elements, but Brad didn’t want it to look ‘pretty’. He wanted Atlas and Smith to be fighting against the planet as much as they were fighting against Harlan. Also, we wanted the environments to feel like they related to one another and since the cave was under the canyons (which were based off the red soil of Bryce Canyon), we wanted to carry that same palette into the caves. We added breathing geysers and vines from the ceiling so that it made the audience stop and think ‘is that a living thing or not?’ For all the environments that were based off actual plates, those evolved the most since the artwork was done before location scouting and we had to reimagine a lot of things to make sense with the chosen locations. For example with the forest, in keeping with the idea that the alien planet was very hostile, we added spikes to the tree trunks that were already in our forest plates. We added ground fog and poisonous pollen spores (modeled after covid spores), and then we sprinkled in an assortment of alien plants that we designed as a mash up of various real-life foliage and reference from Fantastic Planet.

How did you manage the scale and complexity of the futuristic cityscapes?

We started by consulting with a futurist. We wanted to get a sense of what kind of evolution our cities are likely to experience in the not-too-distant future. This led to us pursuing two main concepts with our designs. First, resources are going to get more and more sparse so how will that affect the way we live, work, and travel. Second, how will these changes mesh into what we currently experience. In other words, we wanted to interlace current technology with futuristic technology to show that one slowly evolves from the other rather than being so far in the future that nothing is familiar. To this end you see lots of giant solar arrays and wind turbines providing power to the cities, the cars, and the buildings. You see both flying cars and cars on wheels because not everybody has yet switched over to flying cars. You see the cities are more densely populated (hence the existence of DTLA2) and apartment living has taken over from single family homes. The wealthier communities are still lush, and the air is clean while the lower income neighborhoods are smoggier and the giant turbines loom over them. If you look carefully at the Hollywood sign at the very beginning of the film, you can see that the original Hollywood sign is still there, but it’s been reduced to being signage over the parking garage entrance and the huge HOLLYWOOD shaped buildings loom up behind it. To pull off these concepts, we shot plates for all the cityscapes including a day and night aerial shoots all around LA with Fred North. Then we did paint over style concept work on the selects. Once Brad bought off on those, we began adding 3D elements (vehicles, buildings, set dressing, etc).

Can you walk us through the process of designing the Mecha in Atlas?

I can’t take any credit for the original design of the Mecha (or ‘ARC Suits’ as we call them in the film). Barry was well on his way to the final design before I came on board. We did have a lot of discussions about how large they should be, but at its core, Atlas is a film about relationships, and we wanted to keep it as intimate as possible so we made the ARC suits as small as we could. Fun fact that the cockpit interior does not actually fit inside the ARC Suit. Brad wanted to have the footwell be large enough that he could get some shots of the feet and some low angles of Atlas. Because of this, the cockpit interior would penetrate outside of the ‘neck’ area on the exterior if we merged the two sets together, but I think we get away with the cheat.

https://youtu.be/FPewFAQ1fYw

How did you ensure the Mecha felt realistic and believable within the futuristic setting of Atlas?

The key to the realism of the ARC Suits, or any 3D CG element, really comes down to animation and lighting. If you nail those two components then you’re most of the way there. We did a lot of tests to refine the walk and run cycles and the various gestures at each stage of the film because Smith gets more coordinated and nimbler the more Atlas synchs with him. It was important to sell that evolution to the audience. After that we sprinkled in some interactive FX (i.e. dust hits from the footfalls, etc) and some great compositing to lock it in.

What techniques were used to create the dynamic and interactive elements of the Mecha?

Of course, all the graphics and holograms were VFX, but most of the cockpit interiors were entirely practical. The biggest exception is probably the med system that comes out of a closed compartment and operates on Atlas’ leg. We basically just pointed to the panel where we wanted it to come out and gave rough timings to the camera operator for speed and then did it all in post. Brad wanted it to feel like the unit you’d find in a dentist’s office so Scanline used that as reference for the asset design. Brad loves it when things are gory so we pushed it as far as we could while keeping our PG-13 rating. We had a line around Atlas pants that we pulled so that the pants went taut where the clamp grabs her, and we cut a hole in the pants and dressed in the leg wound and the foam for the ‘post-surgery’ look. Everything else was done in VFX.

What role did pre-visualization play in planning the visual effects for Atlas?

Previs was a huge component of the Atlas shoot. We prevised just about every VFX shot in the film, and we generated techvis for every shot on the motion base. There is especially no way we would have been able to achieve the cockpit shots of Atlas without it. Everybody on set referred to the previs for lighting, camera, set dressing, timings, etc. It was essential.

What were some of the key influences and references for the look and feel of the Mecha and the environments?

Most of the initial designs for the ARC suits and the environments were done by Barry before I came on board.

How did you handle the lighting and rendering to ensure a cohesive look between the practical and digital elements?

No real tricks here, we just took lots of great lighting and texture reference at each location and then used that to recreate the lighting in post. We also shot plates at each environment and even if we ended up replacing almost everything in the plate, those plates served as excellent lighting reference for what the overall feel should be. After that it was a matter of iterating until we had a match.

Can you describe the initial design process for the look and feel of the motion graphics for the various screens?

I really left it up to Territory and Cantina to pitch ideas to us. I feel like you get the best work out of people when they have creative freedom. I don’t want to hire a bunch of amazing artists and then treat them like they are an extra set of hands for me. I want to see what they can bring to the table, and then I’m there to finesse the idea or jump in when things aren’t going the right direction. Brad and I would do an initial turnover and outline the story point and the general guidelines for each scene, but then I really wanted to see what the teams came up with. For example with the chess game in Atlas’ apartment, Cantina really came up with that look all by themselves. They showed us a couple different styles of chess pieces and they showed us a couple different rendering styles including the iridescent look that we went with. Same idea for the security scanner that Territory did at the ICN HQ. They pitched a couple different styles, and we just chose one.

https://youtu.be/WpUYJ48DDHc

What were some of the key challenges you faced while creating and animating the motion graphics and how did you overcome them to ensure seamless integration into the film?

Probably the biggest issue with the graphics is that there were so many of them that we had to split them up across a lot of vendors. The HUD and the Smith avatar inside Smith’s cockpit were comped by Territory, Cantina, Scanline, MPC, ILM, and our In-House compositors. Making sure there was continuity of the look across all the vendors was tricky and took multiple iterations. There were also scheduling issues when one vendor was creating the content for the graphic, but a different vendor was comping it. We tried to be fluid with moving final comps around to accommodate everyone’s schedules, but it was a total headache for production to keep track of all that. In addition, we needed to move the placement of some of the HUD components around based on how Bob put the cut together, so we had to throw out the idea of having a standard layout mapped on the glass and instead treated everything as a standalone hologram that could float around anywhere inside the cockpit.

How did you collaborate with the directors and other departments (such as production design and cinematography) to ensure the motion graphics complemented the overall aesthetic and narrative?

Barry and I came to an agreement early on that we would work together to oversee the graphics during prep and then I’d take them over in post. The initial work consisted mostly of screens that were on the various monitors in the cockpit, in Harlan’s compound, and in the ICN HQ because we needed those for on set playback during the shoot. On set, I basically just told our DP what color the holograms were going to be in each scene, and he programmed LEDs to match so we had some appropriate interactive light contamination. In post we developed the designs for all the holographic elements including the cockpit HUD and the Smith avatar. For the Smith avatar we liked the idea of the avatar pulling color from the exterior paint job of each ARC suit so for example Smith’s avatar is yellow and blue, while Zoe’s is pink and blue. Initially the avatar just had a generic motion for budgetary reasons but eventually we decided that it was necessary for the animation to match the dialog, so we had to ask Netflix for more money to make that adjustment and luckily they agreed. For the graphics used by Harlan and his team, we referenced machine learning visualizations. We liked the idea that the mechs wouldn’t need the polished up UI and it would be more like 2 computers talking to each other so we went with black and white, lots of assembly language code, and abstract patterns. For the ICN tech, we stuck with our retro-futuristic color palette and made the UI a bit more human-friendly.

Could you walk us through the technical tools and software used in the creation of the motion graphics and explain how these technologies contributed to achieving the final visual effects?

Both Territory and Cantina primarily use AfterEffects to achieve their amazing graphics. For most of Territory’s graphics we had them delivered as an asset and then the work of actually compositing them into shots was either done by our In-House team or by the 3D vendors. This was basically a budgetary and scheduling decision so we wouldn’t be duplicating resources on camera matchmoves or having one vendor delayed by a delivery from another vendor. Cantina ended up doing most of their own comps on the shots they worked on. There are definitely things that are easier to do in AE, like the lip synching, that would have been a much bigger pain in Nuke. It also seems to be easier to do some of the bokeh and flare effects that we struggled to match in our Nuke comps.

Can you share any behind-the-scenes stories or anecdotes about the visual effects production?

A lot of times Jennifer just wanted to power through a whole scene without stopping and resetting but she was supposed to be sweaty and bleeding, so we had to constantly spritz her with water and touch up her wounds. Unfortunately, she was all the way up in the cockpit on the motion base raised up in the air and it wasn’t safe for anyone to approach the motion base while it was active so at first we had the camera operator (who was strapped to the cockpit) trying to hand stuff to her, but eventually we setup a pool net on a 30 foot pole with a mirror, her water spritzer, and anything else she needed to touch up her look. We’d hand it up to her between takes so she could keep going. We stuck a picture of the camera operator (Ross Coscia) onto the side of it as kind of a joke and we called it Ross for the rest of the shoot.

I always keep a list of on set quotes during plate photography. I started doing it when I worked with Guillermo Del Toro on Pacific Rim. He just made me laugh every day, so I started writing everything down. I’ll give you a few examples from Atlas:

  • ‘Don’t put your foot through a Picasso’ – John Schwartzman (DP) in response to someone asking for a lighting change
  • ‘Time Suck is going to be my new time travel movie. It’s all about a motion base.’ – Jeff Fierson (Producer)
  • ‘Lay very still. You’re technically dead…so very still would be great.’ – Brad Peyton (Director) to one of the rangers.
  • ‘It was great on the middle half, but the first half and the third half need to be halved.’ – Brad about the # of extras in the drop bay on the Dhiib

We put in such long hours on set, and everyone is working so hard, that I think it’s really important to remember to laugh and have fun together too.

Were there any memorable moments or scenes from the movie that you found particularly rewarding or challenging to work on from a visual effects standpoint?

The alpine forest on GR39 was one of the toughest sequences. It had a lot going against it from the beginning. Brad never really particularly liked the location (Mt Waterman outside LA), but we had to choose something in Southern California by the rules of our tax credit, and Barry and I thought we could make it work. For Brad, it looked too familiar and Earthbound. There was nothing particularly interesting or alien about it. Because of scheduling conflicts, Brad had to rely on a 2nd unit director to shoot the plates for him and the camera work was not exactly as he would have done it. Also, we had very limited time at the location, so we had to shoot all day for 2 days. Because of this, we couldn’t cherry pick the best lighting directions. We were also banned from using any pyrotechnic SFX because of the fire danger. So in the end we just had a handful of stunties running around on a somewhat bare alpine hill. After the first assembly, everyone was really down on the sequence because it was pretty underwhelming without the VFX. It was a long, hard road to get it to where it ended up and to reverse the negative feelings of the director and the producers. However, in the end they all loved the sequence (Scanline did a great job) and it definitely won the ‘most improved’ award.

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

That’s like trying to choose your favorite child. They are all my babies, but I have a special fondness for ideas that I pitched like the giant sinkhole, the underground lava tubes, and the sword turning into an electrified whip in the final battle. We also designed the pollen spores in the forest after Covid spores so there is a little Easter Egg that viewers can look for.

How long have you worked on this show?

I started in April of 2021, and we delivered in April of 2024 so almost exactly 3 years.

What’s the VFX shots count?

1610.

What is your next project?

I’m taking the summer off and then I’ll let you know 😉

A big thanks for your time.

WANT TO KNOW MORE?
ILM: Dedicated page about Atlas on ILM website.
Netflix: You can now watch Atlas on Netflix.

© Vincent Frei – The Art of VFX – 2024

Godzilla – Minus One: VFX Breakdown by Shirogumi

Experience the impressive visual effects of Godzilla Minus One, crafted by the talented team at Shirogumi. This new VFX breakdown showcases the intricate details and techniques that make this film a visual masterpiece:

© Vincent Frei – The Art of VFX – 2024

Avatar: The Last Airbender

Ever wondered how the fantastical world of Avatar: The Last Airbender is created? This Netflix reel reveals the secrets behind the spellbinding visual effects:

The VFX are made by:
Scanline VFX
Important Looking Pirates
Accenture Song VFX
Pixomondo
Framestore
Image Engine
Rodeo FX
Untold Studios
Outpost VFX
BigHugFX
Cadence Effects
The Resistance VFX
Atomic Pictures
NEXODUS
FABLEfx

The Virtual Production is made by:
DNEG VP

The Production VFX Supervisor is Jabbar Raisani.
The Production VFX Producer is Adam Chazen.

Directors: Michael Goi, Roseanne Liang, Jabbar Raisani, Jet Wilkinson
Release Date: February 22, 2024 (Netflix)

© Vincent Frei – The Art of VFX – 2024

Broad Peak: VFX Breakdown by PFX

Get your gear ready and let’s climb one of the eight-thousanders in this showreel and discover the seamless magic of invisible visual effects crafted by the teams of PFX in the gripping Netflix film, Broad Peak:

WANT TO KNOW MORE?
PFX: Dedicated page about Broad Peak on PFX website.

© Vincent Frei – The Art of VFX – 2024

Atlas

Step into the world of visual effects of Atlas with VFX Supervisor Lindy DeQuattro, director Brad Peyton, and Jennifer Lopez. This making-of features many VFX breakdowns, offering a detailed look at how cinematic wonders are created:

The VFX are made by:
MPC
Scanline VFX
Industrial Light & Magic
Territory Studio
Cantina Creative
Lola VFX

The Previs are made by:
Halon Entertainment

The Production VFX Supervisor is Lindy DeQuattro.

Director: Brad Peyton
Release Date: May 24, 2024 (Netflix)

© Vincent Frei – The Art of VFX – 2024