CURSED: Dave Houghton – Overall VFX Supervisor – Netflix

Dave Houghton has been working in visual effects for over 20 years. He has worked on numerous projects including TORCHWOOD, DOCTOR WHO, SINBAD and THE ALIENIST.

How did you get involved on this show?
I was interviewed for it. I had some contact with Netflix in the UK beforehand. I have been a Frank Miller reader since the 1980s and was keen to work on the project as I was aware of Frank’s involvement.

How was the collaboration with the Showrunners and the various directors?
Shows like this don’t get made without all the departments collaborating together. I would break down the scripts for VFX with basic breakdowns of how to achieve all the VFX sequences. All the departments would do something similar for their own work. Then we would sit down together and work out how to achieve the work suggested by the script, Tom and the directors and which department would be doing what. Practicality and budget always drive these decisions based on the most aesthetically pleasing solution.

What was their expectations and approach about the visual effects?
Expectations were high, VFX were essential in creating the world Tom and Frank had created in the book. We were looking at creating creatures that although based on real rather than fantasy creatures still required to interact with the actors in ways unachievable practically, also some of the environments were either wholly or partially to be created by VFX to enhance the fantasy elements in the world of CURSED. VFX were also responsible for the elemental magic which is seen throughout the show.

How did you organize the work with your VFX Producer?
I brought in the VFX Producer, Rebecca Vujanovic, in pre-production. While I broke down the scripts, prepared for the shoot and looked at vendors, she helped with all of these things as well as setting up our VFX team, which consisted of a data-wrangler, and at it’s peak two coordinators and an assistant, as well as a VFX editor. Rebecca worked closely with Sean Santiago’s Netflix VFX team to ensure financial expectations were always clear and conveyed to Production. Over the course of the Production Bek and I worked very closely together to achieve the final results.

How did you work with the art department to design the castles and magic?
As the castles in the show were rarely seen in vision with the live action VFX ended up designing them. We used concept artists at the vendors working with myself, Frank, Tom and the Directors to find the look of the castles. These designs were influenced by the look of the sets that art department were producing, on extant castles in the UK, like Raglan and Harlech with some impossible flying buttress elements introduced to heighten the idiosyncratic nature of the castle. The same for the magic also. VFX developed the look of the magic very much based on elemental forces like fire, water, lightning etc. I worked with the Erika Ökvist the make-up, hair and prosthetics designer and Freefolk to create the vines on Nimue’s face and other enhancements added to certain of the Fey characters.

What was the main references and influences?
Frank’s work was a big influence. Although unlike films such as 300 or SIN CITY we tried to integrate it into a real world aesthetic based on mediaeval and ancient architecture and landscape over a period from about 500AD to 1100AD. On a less obvious level STAR WARS and the HELLBOY movies definitely fed into it. There’s a real elemental aspect to the magic in the film EXCALIBUR that was also something we tried to introduce to the show. Arthur Rackham’s fairy images influenced the Fey and the look of their magic, Piranesi’s etchings influenced the look of the Pendragon castle as well as Culzean Castle and the Cailleach tombs, John Martin’s work influenced the vast underground caverns that appear in the Lair of the Leper King and the Cailleach tomb. I have quite an extensive library of real world photographs, film, comics, art and literature that I dip into as reference.

Where was filmed the various parts of the series?
The series was filmed in studios in Langley and at our backlot at Deepcut in Surrey, where the Hawksbridge and Gramaire town exteriors were built. We shot a great deal of location work in North Wales around Betws Y Coed, Devon and Surrey too.

Were you able to use some of the ruins as a base for some of the castles?
Although I have an extensive photographic collection of British castles, taken before I was on the show as well as during the shoot, we didn’t in the end shoot in any, although we did recce a couple in pre-production but certainly for me Raglan Castle and Harlech Castle both in Wales were very influential.

Can you explain in detail about the creation of the various castle and environments?
Our main castle was Pendragon Castle. This was designed and built by Goodbye Kansas, one of our vendors. It was built as a full CG model with projected textures for the angles we used. Originally it was going to be located on Worm’s Head on the Gower peninsula in Wales but there were safety issues filming there so instead I shot some plates of cliffs in Devon with a drone crew while we were filming live action on the beach below. So in most cases the castle is a full CG build on a live action background plate. We used a lot of photogrammetry and lidar scans on the show. Most of the environments we created used elements of this to some extent for verisimilitude.

Can you elaborates about the storm sequence with Merlin on top to Pendragon castle?
This was shot on the second day of principle photography in the studio on a partial set of the tower with a green screen surround. We had practical rain effects and lighting lightning effects. The sequence was storyboarded before hand. Merlin’s gangplank was about 4ft off the ground and the tower set itself was about 20ft high. Freefolk, one of our vendors, then added in the castle set extension, CG storm and sea, adding lightning bolts in time with the practical lighting effects.

Which one was the most complicate to create and why?
Tough question as there were some very tricky sequences throughout, some requiring integration of multiple passes using CG elements to combine and enhance them, some required complex CG environments and animated creatures combined with atmospherics and live action. The first shot of the Weeping Monk in episode 1 was a complex VFX shot as everything in it was CG created by Freefolk apart from the Monk himself. The forest, the flames, the moonwings all CG. Rendering times were long as the shot lasted about 40 seconds but there was also the 70 second Steadicam shot through the village of Dewdenn as it is being sacked by the Paladins, this required flame, ash, embers and smoke, as well as distant mountains added into a Steadicam shot moving through a village in a forest location full of stunt persons and supporting artists fighting it out with minimal practical flame SFX, the amount of rotoscoping alone was a challenge. The wolf sequence in episode 1 and the bridge sequence in episode 10 were equally complex.

The series is full of magic. Can you elaborates about this aspect?
The magic was discussed at the very beginning of the process in terms of how it should manifest itself. Frank and Tom were very clear they wanted it to be elemental in nature rather than a more kind of sparkly magic. Storms, flames and sinewy animated vines would represent much of the visible magic.

Can you explain in detail about the creation and animations of the magical effects?
We filmed practical elements and used fluid sims created in Houdini for most of the magical effects. The vines were sometimes procedural sometimes animated, depending on what we needed them to do. It was more about creating a magical atmosphere as opposed to say for example a blast of magical energy from a magic wand.

How did you create the various animals such as wolves and spiders?
The wolf sequence was one of the most complicated of the series. Initially Production wanted to explore using live wolves. With a TV show the time to shoot these scenes is always short and trying to get the performances we needed would have been too time consuming and would have involved trying to combine multiple passes of live action which was never going to work in the time and with the desire for movement in the camera. Ideally we would have pre-vised this scene but unfortunately there just wasn’t time. Milk, one of our vendors, came up with a lovely pitch document with concept work for this scene and in the end we worked quite closely to that. I worked with Steve Dent the stunt coordinator at his farm to choreograph the sequence and then we shot it in the studio on a partial set of the forest clearing with the rock Nimue stands on, we had stunt men fetchingly attired in green lycra playing the wolves for Katherine Langford to play off, SFX wind and rain and lighting lightning effects. Milk then had to add in the CG wolves, CG forest environment, storm clouds, rain, blood etc.

Can you explain in detail about the bear attack sequence?
I discussed the bear scene extensively with our director Zetna Fuentes, the scene was storyboarded but as with the wolves we didn’t really have time to pre-vis the sequence. DNEG concepted the bear which took a circuitous route from Frank’s initial drawings for the book, through more fantastical and horrific looks influenced by amongst others the film ANNHILATION, back round to Frank’s initial artwork. We shot the scene in a partial set, mainly due to the fact we had a child actor in the scene, in the studio with again a stuntman in green lycra standing in for the bear with a VFX stick and ball to give the young girl playing Nimue an eyeline to the bear which when standing was around 14ft tall. DNEG then had to paint out the stunt man extend the set and add the CG bear, easy!

How did you work with the SFX and stunt teams?
As already mentioned we worked closely with stunts and SFX on the wolf scene and bear sequence and on a whole host of other sequences. The numerous fight scenes and battle scenes all needed cooperation when we were shooting. There were numerous SFX passes to achieve some of the complex interactions required for things like the vines being pulled from a Paladins mouth, or Merlin being dragged under the earth and so on. With stunts I choreographed the wolf and bear scenes with the lovely Steve Dent and his team prior to the shoot. For battle scenes we shot multiple passes of stuntmen fighting against green screen to enhance the battle scenes. The bridge scene required safety from stunts and various falling elements. We added arrows, blood, sword blades etc to many shots and scenes over the whole production to enhance stunt sequences. SFX always gave us a starting point for most of the atmospherics we had to add with VFX, like practical flame elements on the sets of burning villages which we then added to and enhanced.

Can you elaborates about the creation of the armies?
We shot with about 100 supporting artists and stuntmen for the main battle sequence on the beach. We also shot as much individual fight elements against green screen as possible on the beach. Mr X, one of our vendors, then used these elements to enhance the shots of the battle seen from ground level and for all the high shots looking down on the beach and some of the low wides they added crowd simulations using Massive.

How did you choose the various VFX vendors?
Through personal knowledge and through meetings and discussions with their creatives. I also asked them all to concept elements of the show to get Tom and Frank’s reaction to their work and we had a bidding process, just to ensure costs were reasonable.

How did you split the work amongst these vendors?
I split the work based on vendors previous experience, and on the design work they had produced for us. Also on a show with such a tight turnaround we had to spread the work out in order to get it all done on time, playing to the strengths of the various houses.

Can you tell us more about your collaboration with their VFX supervisors?
We had great collaboration from all the vendors VFX supervisors. If I had recces or second unit shooting alongside main unit they would come on set to help out. Ciaran Crowley from Milk, Dave Sewell from DNEG, Steve Murgatroyd from Freefolk, Ditch Doy from Goodbye Kansas and Tim Stevenson from Mr X – These were the main vendor side VFX supervisors, all went above and beyond to realise the VFX for CURSED.

Which sequence or shot was the most challenging?
Well take your pick – The wolf sequence in episode 1 involved 5 animated creatures, a full CG environment and FX work. There was a shot in episode 1 where a Fey village is attacked by the Paladins. It was a Steadicam shot moving through the village and lasted for just over a minute, due to the nature of the woodland location, we were surrounded by trees, we had to add most of the fire, all of the ash and embers, blood, arrows, more people and mountains in the background. There was also a 30 second shot where we are introduced to the Weeping Monk in episode 1 in a flaming forest with Moonwings (a winged race of Fey) dropping burning from the tree tops, all of this apart from the Monk was computer generated. And in the final sequence in episode 10 we had to create a a fight scene on a bridge over a double waterfall; the entire environment including the waterfall itself, apart from the bridge, was computer generated as were some of the characters who had to fall from it.

Did you want to reveal any other invisible effects?
The town of Hawksbridge was shot on a backlot, the only issue with the backlot was that it was in a wood so all around the set were trees, which were not supposed to be there, rising above the rooftops. We spent a lot of time cleaning them up, adding 3D and 2D DMP set extensions of the town and a fully CG port area with ocean and ships.

Is there something specific that gives you some really short nights?
The bridge sequence in episode 10 because we shot some elements of a waterfall but it soon became clear that the waterfall environment would have to be fully CG, with only reference to the filmed elements, in order to finish it on time.

What is your favorite shot or sequence?
That’s a very difficult question as I am very proud of the work the team has generated generally and much of it was complex but I guess the introductory shot of the Weeping Monk in episode 1 is certainly one of the most visually arresting shots.

What is your best memory on this show?
I really enjoy all aspects of making a show. The pre-production really gets the creative juices flowing. The excitement and fear of filming the show is a real buzz. The post phase is very satisfying as you start to watch the whole thing come together. I will always remember working with Frank Miller, as an old fan of his work this was definitely the highlight for me.

How long have you worked on this show?
I worked for a total of 18 months on the show. From December 2018 to June 2020

What’s the VFX shots count?
2051 shots, give or take. Bek knows!

What was the size of your team?
It varied. But at it’s largest there was myself as Head of department and VFX supervisor, Rebecca Vujanovic VFX Producer, Paul McVeigh data wrangler, Hannah Connolly coordinator, Lucinda Keeler coordinator, Sinead McCormack assistant coordinator and although technically editorial very much part of our team Babette Philips VFX Editor. The team were fantastic even when we had to shift to working from home about 3 months into post due to the outbreak of Covid 19.

What is your next project?
Building an office in my garden. Covid 19 has put paid to any immediate work.

A big thanks for your time.

WANT TO KNOW MORE?
Netflix: You can watch CURSED now on Netflix!
DNEG: Dedicated page about CURSED on DNEG website.
Freefolk: Dedicated page about CURSED on Freefolk website.
Milk Visual Effects: Dedicated page about CURSED on Milk VFX website.
Mr. X: Dedicated page about CURSED on Mr. X website.

© Vincent Frei – The Art of VFX – 2020

THE POLITICIAN – Season 2: VFX Breakdown by FuseFX

FuseFX have released the VFX Breakdown about their work on the second season of THE POLITICIAN:

© Vincent Frei – The Art of VFX – 2020

THE OUPOST: VFX Breakdown by Worldwide FX

Come have a look at the work of Worldwide FX on the war movie, THE OUTPOST:

WANT TO KNOW MORE?
Worldwide FX: Dedicated page about THE OUTPOST on Worldwide FX website.

© Vincent Frei – The Art of VFX – 2020

LOVECRAFT COUNTRY

Really cool new trailer for the HBO new horrific series, LOVECRAFT COUNTRY:

The VFX are made by:
Rodeo FX
Framestore
Important Looking Pirates
Crafty Apes
Blackpool Studios
BOT
RISE
Spin VFX

The Production VFX Supervisors are Kevin Blank and Pauline Duvall (preprod).

Creators: Misha Green & Jordan Peele
Release Date: August 16, 2020 (HBO)

© Vincent Frei – The Art of VFX – 2020

THE MANDALORIAN: Bar Fight sequence by Important Looking Pirates

Want to see more of the VFX work made on the first season of THE MANDALORIAN? Here is the work made by Important Looking Pirates focusing on the Bar Fight sequence:

© Vincent Frei – The Art of VFX – 2020

COSMOBALL

Don’t miss this new trailer for the new crazy Russian sci-fi movie, COSMOBALL

The VFX are made by:
Main Road Post
Film Direction FX
Green Light
Online VFX
Trehmer Film
Kinopost
Cubic Studio
Ural Digital
Mofac
Carboncore
Muravey
Algous Studio
VAL Studio
Sci-FX

Director: Dzhanik Fayziev
Release Date: 27 August 2020 (Russia)

© Vincent Frei – The Art of VFX – 2020

CURSED: Main Titles by Momoco

London based studio Momoco presents their work on the main title for the Netflix series, CURSED:

CREDITS

Directors: Nic Benns & Miki Kato
Creative Producer: Emily Sinclair
Lead Animators: Nic Benns, James Wood, Miki Kato, Giacomo Lietti
Client: Netflix

© Vincent Frei – The Art of VFX – 2020

THE OLD GUARD: Sara Bennett – Overall VFX Supervisor – Milk Visual Effects

In 2018, Sara Bennett explained the work of Milk Visual Effects on ADRIFT. She comes back today to tell us about her work as Overall VFX Supervisor on the Netflix movie, THE OLD GUARD:

How did you get involved on this show?
Milk were approached by Jennifer Silver from Netflix during one of her visits to London and she asked me if it’s something I would be interested in doing, and of course I said yes.

How was your collaboration with director Gina Prince-Bythewood?
I really enjoyed working with Gina, she was very hands on throughout the production and keen to know all aspects of the process as she hadn’t worked a lot with VFX before.

What was her expectations and approach about the visual effects?
In our pre-production meetings Gina would always push for shooting everything in camera where possible as she could see it and control it, which I totally understand. My job was to reassure her by finding loads of relevant references to show that VFX could do the job needed before committing to anything.

I was able to rely on the VFX vendors early on to create a lot of quick tests and proof of concept tests at the early stages, to reassure Gina.

How did you organize the work with your VFX Producer?
My VFX producer was Lisa Kelly. It was really collaborative and we had a great working relationship. We put the job out to tender to the vendors we were interested in working with and whittled it down from there.

The heroes are immortal. How did you work with the art department for the wounds healing?
The regeneration concept design and development was handled by the VFX department. We found a great concept artist called Valentin Petrov who was involved in the early design stages with Gina and helped gauge how far to go. What was great is that Gina was very clear that it wasn’t about the shock value – with the more blood and gore the better. What she wanted was realism, and if that meant it made you go “urgh” when looking at it, she was fine, as long as it felt real.

Can you explain in detail about the creation of the wounds healing?
I collated a library of images which included blast wounds, bullet wounds, cuts and bruises from lots of medical websites. Gina was very insistent that everything was totally ‘real world’ in terms of how a real wound would heal over time, and we had to show that level of detail. We found some time lapse videos of wounds healing over weeks that were very helpful in showing how the human body heals and the various stages, from the initial wounds to scabbing, newly healed pink skin and the bruising stages, (it’s amazing how quickly you become desensitised to some of these images!) We then had to take all of this information and make it work over seconds; we really wanted to show all of the detail without it looking too fantasy. Image Engine was our vendor for this work, led by Hannes Poser and they did an excellent job on the final look for this work; it was always the most discussed VFX work from the start and a big story point for the film makers so we had to get it absolutely right.

How did you work with the makeup team for those healing?
We worked closely with the make-up team led by Alessandro Bertolazzi, he did some initial wound placements and design that we used as reference for some of our final regeneration wounds, for the shoot we had these as residual blood with a marker in the centre for VFX to track to, this made the process easier when we came to create the regeneration as the placements and size were already set.

We also worked closely with the prosthetics team led by David Malinowski particularly for the Booker scene in the rectory, we had 3x stages of prosthetics we worked with as his regeneration was pretty extensive and healed over a whole scene of dialogue, having the prosthetic on during the shoot was also very helpful for the actor to work with as a tool. For the VFX it was trickier as we ended up having to replace the initial stage 1 set up as the wound is so extensive and the movement of it worked against the intricate regeneration work being done by Image Engine.

The movie is taking us to various locations. How did you enhance these environments?
One of my favourite locations was a private airfield in White Waltham, UK that we used for the Camp Leatherneck scene in Afghanistan which Milk created. The art department built an amazing set here and had to bring in tons of sand to dress the ground with, I remember having to pour sand out of my trainers continually and it was exhausting running through sand all day! We had up to 6x bluescreens attached to telehandlers that we could quickly drive onto any area of the set depending on where the camera was shooting off. So this covered simple top ups and extensions where needed.

Another scene was Shirburn castle, Oxfordshire, UK, for the exterior scenes in Paris when Nile first meets the rest of The Old Guard; we removed an old water tower and replaced it with derelict shutters. For the scenes in Afghanistan where The Old Guard arrive ahead of the Killroom scene we did a lot of modernity clean ups.

Can you tell us more about the Merrick building?
In the story Merrick’s building is in the city of London and we shot the exterior shots there. But for the interior shots of the Penthouse we went to Jura House in Wentworth (UK) for a 2 week shoot. The house was surrounded by glass from ceiling to floor and we had to make it feel like Merrick was in his penthouse rooms on top of a building in the city of London. The main issues we had to deal with were crew reflections and lots of green spill. We took a lidar at street level in the city of London and also from the roof for all our views out of the window, we also shot time lapse 360 degree high res stills to gather times of the day as we came back to this scene more than once and the DOP wanted to set up the correct lighting to reflect the time of day per scene. I was really pleased with the final shots for this scene which were handled by Mr. X.

What kind of references and indications did you receive for the Merrick building?
Paul Kirby the production designer shared a lot of concept work with us for the exterior and interior of Merrick’s; these gave us the designs for the exterior box-like structure we see in our Merrick establisher shots.

What was you approach for the final jump in the void?
Our approach was to shoot the actors in a controlled environment on a backlot in Shepperton against bluescreens and then add in the background which was a combination of plate photography and CG builds.

Can you explain in detail about the shooting and creation of this sequence?
We initially created previs for this scene with The Third Floor to help Gina visualise how this scene would work, based on this we planned to shoot the actors on a kuka arm using a cyclops motion control rig. We had to change this approach due to a script change and location change, what we ended up shooting with was the actors suspended on a rig against bluescreens with wind machines and the camera doing all the work which shot outside on location where we were shooting the Merrick interiors. For the background we shot plates on location in London, we had the camera on a libra head being dropped from a descender rig to capture the fall, we also took a lidar from the top of the building to show the London skyline as we first leap from the building, all of this was had to be stitched together with CG to make it feel like one continuous fall.

How did you choose the various VFX vendors?
We initially talked to around 8 vendors based on our own experiences and recommendations from the producers. We always agreed to work with just 2 or 3 vendors as we felt this would be enough, and initially we expected the shot count to be around 400 shots: this doubled in the end but we also had a great inhouse VFX team.


How did you split the work amongst these vendors?
We knew we wanted one vendor to work only on the regeneration and nothing else so they could focus on this solely, and with Image Engine’s previous work on LOGAN we knew they would be perfect for this. The rest of the work was initially split by one vendor looking after all scenes to do with Merrick’s – from the environments out the windows and the exterior shots of the building itself and the fight scenes of The Old Guard leading up into the penthouse, which Mr. X took on as well as some CG planes. Milk’s environment team undertook the dockyard, the ‘Killroom’ and church fight scenes and the Camp Leatherneck establisher and extensions. The remainder of the work was picked up by both Milk and Mr. X as it came up.

Can you tell us more about your collaboration with their VFX supervisors?
It was a real pleasure to work with such a talented team, we had Bryan Jones leading the team from Milk, Hannes Poser led the team from Image Engine and Ben Mossman led the team for Mr. X. I hope I get to collaborate with them all again in the future.

Which sequence or shot was the most challenging?
Aside from delivering the whole film during lockdown, I would say it’s definitely Nile falling from the building. We did previs for this scene very early on in pre production with The Third Floor to help decide on the kind of shots Gina wanted and how to shoot them, then during the shoot, the storyline changed so we had to go back and previs this scene again. Unfortunately due to time on set and locations this changed again very close to the day we needed to shoot it, so we had to very quickly decide on how to achieve this amongst all departments in a very short space of time. Due to this we were quite limited with what we could do on the day; it took a lot of work and skill by Mr X to get this shot looking good.

Did you want to reveal any other invisible effects?
Yes, I love these kinds of shots as they can make such a difference to a scene. In the hotel scene at the start of the film we added in the Moroccan markets to the window views which tied us into the scene better; we added in simple things like gas lights in the mine scene and simple extensions to Camp Leatherneck – changing army trucks into farming trucks. Too many others to mention here, but there were a lot.

Is there something specific that gives you some really short nights?
Yes, I think the shot of Nile leaping from the building was always the one shot that made me nervous, but Mr. X did a great job on it. Funnily enough there was one shot/scene for each of the vendors, for Milk it was the dockyard scene and Image Engine it was Andy’s regeneration in the Killroom, these were the three that gave me a few sleepless nights!

What is your favourite shot or sequence?
My favourite sequence is Nile regenerating in the car, it always felt good from the first versions we received from Image Engine and in all the early test screenings it got the best audience reaction.

What is your best memory on this show?
There are a few but I think my best ones are being based in LA with Gina and Teri and the rest of the editorial team, felt like being part of a family- which is so nice when you’re away from home. We had a lot of laughs and some great food! What I really loved was every day we would all sit together round a large table in the production offices and eat lunch together so that everyone stepped away from their work and had a conversations that were not just about work, it was a lovely touch as we all usually eat when we can at our desks or on the move.

How long have you worked on this show?
I started in March 2019, and was on the project for around 14 months.

What’s the VFX shots count?
We did approximately 835 shots.

What was the size of your team?
So there was myself, David Jones (VFX Shoot Supervisor) and Grainne Dooley (Data Wrangler) on the shoot, and in production was Lisa Kelly (VFX Producer), Lila Tahri (Production Co-ordinator) and Lucy Spaul-Cran (Production Assistant). Then we had a great in-house VFX team of around six people called HST led by Wesley Froud and Mike Cosgrave.

What is your next project?
I’m enjoying being back home in London and at Milk. I’m having discussions about several upcoming projects. Keeping a very close eye on the Coronavirus situation with regard to which new projects will be starting production.

A big thanks for your time.

WANT TO KNOW MORE?
Milk Visual Effects: Dedicated page about THE OLD GUARD on Milk Visual Effects website.
THE OLD GUARD: You can watch the movie now on Netflix.

© Vincent Frei – The Art of VFX – 2020

BILL & TED FACE THE MUSIC

Brand new trailer for BILL & TED FACE THE MUSIC:

The VFX are made by:
BUF (VFX Supervisors: Geoffrey Basquin, Francois Cote-Paquet and Lucas Salton)
MELS (VFX Supervisor: Luc Julien)
Shade VFX

Director: Dean Parisot
Release Date: August 21, 2020 (USA)

© Vincent Frei – The Art of VFX – 2020

THE ALIENIST – ANGEL OF DARKNESS: Main Title by Elastic

Don’t miss this beautiful main title created by the teams of Elastic for the second season of THE ALIENIST:

CREDITS

Design Studio: Elastic
Creative Director: Lisa Bolan
Animators/Compositors: Chavilah Bennett, Gabriel Perez, Steve Biggert, Yongsub Song, Alex Silver, Steven Do, Adam Levine, Julia Wright and Peter Murphy
Color Management: Andrew Young

Producer: Kevin Daly
Production Coordinator: Mitchell Fraser
Executive Producer: Luke Colson
Head of Production: Kate Berry
Managing Director: Jennifer Sofio Hall

© Vincent Frei – The Art of VFX – 2020