Thunder Force

Get ready for a new superheroes comedy by Netflix with Thunder Force:

The VFX are made by:
Method Studios
Territory Studio

The Production VFX Supervisor is Dave Morley.

Director: Ben Falcone
Release Date: April 9, 2021 (Netflix)

© Vincent Frei – The Art of VFX – 2021

Deep Blue Sea 3: VFX Breakdown by BlackGinger

The South Africa based studio BlackGinger presents their work on Deep Blue Sea 3 so don’t watch this VFX Breakdown if you have planned to go swimming right afterwards:

WANT TO KNOW MORE?
BlackGinger: Dedicated page about Deep Blue Sea 3 on BlackGinger website.

© Vincent Frei – The Art of VFX – 2021

News of the World: Ian Fellows – VFX Supervisor – Outpost VFX

Ian Fellows has more than 20 years of experience in visual effects. He has worked at many studios such as Framestore and MPC before joining Outpost VFX in 2018. He has worked on shows such as Edge of Tomorrow, The Martian, Fantastic Beasts and Where to Find Them and Thor: Ragnarok.

How did you get into visual effects?

I started in VFX back in the late 90s before the big growth of the UK VFX scene. At the time there were few university courses offering courses in VFX and the computer equipment we were using was unbelievably expensive. I started as a runner for Computer Film Company and progressed through the ranks from there.

How did you get involved on this movie?

Originally my colleague and overall VFX Supervisor for News of the World, Roni Rodrigues, was due to supervise the show internally. But halfway through shooting he was invited to become the client-side supervisor based in London and so I was brought on board to run and oversee the team internally along with Producer Josh Sykes and CG Supervisors Craig Tonks and Andy Morley.

How was the collaboration with Director Paul Greengrass?

I would describe the collaboration with Paul as fluid, creative and collaborative. We had a very unique relationship on this show with the director and editorial team due to Outpost being the sole vendor and our own supervisor Roni working directly with Paul throughout. This allowed for a very transparent flow of communication without some of the usual tiers of hierarchy found in the process of VFX filmmaking. Paul has a very fluid style of working and so we found we needed to develop an approach that allowed us to be flexible in order for him to explore and develop various aspects of the story he was telling.

Director and co-writer Paul Greengrass (center) with crew members on the set of News of the World.

What was his approach and expectations about the visual effects?

Paul is known for his immersive and realistic storytelling style so it meant that any visual effects would need to be invisible and serve the purpose of enhancing the story rather than being a feature of the film. Paul is very embracing of visual effects and I think we had a great mutual understanding of how the VFX would complement his vision and allow him to portray his story when the locations or physicality of the action meant it wasn’t possible to catch the scene entirely in camera. Paul was always very pleased with our work as a whole and very vocal about recognising the hard work that the Outpost team was undertaking, which made for a very rewarding experience!

How did you organize the work with your VFX Producer?

There was a great variety of work in this film, and with it all happening in the middle of the pandemic organising the work and the teams was a challenge! For the large part we had a very fluid schedule at one level, whilst prioritising certain assets or work that we felt was going to be sensitive to Paul at various points in the process. There were frequent deliveries for client screenings and the like. Every day produced something unexpected that we needed to overcome!

What are the main challenges with a Western movie?

Well this is the first Western movie I’ve worked on in 20 years of working in VFX! But I think for us the main challenges in this movie were that the VFX needed to be thoroughly believable and invisible. Coupled with this, there was a huge variety of work that you wouldn’t necessarily anticipate, from portraying different towns to building cattle, horses, digi-doubles, CG rivers, sandstorm simulations, CG rain, face replacements and much more.

We discover many towns in the movie. What was the real size of these sets?

Three of the towns featured in the film were shot at the Bonanza Ranch in New Mexico. The main set was based around one street with a few side streets. There were probably somewhere in the region of 20 buildings and a church. San Antonio, on the other hand, didn’t exist at all and was all shot in a casino parking lot!

Can you explain in detail about the creation of these towns?

The first town we see is Red River. Using the Bonanza set we were tasked with increasing the width of the town and adding a large flooded river running around the edges. Paul described this town as a highway for cattle. The largest shot was an aerial flyover with cattle entering the town. The photography for this was acquired after the filming had finished and so there were no actors, cattle or props in the town, so these all had to be created by our 3D team and integrated with the photography to create the feel of a bustling cattle town.

Dallas was the biggest town and was also shot at the Bonanza Ranch. This was a big bustling city and the work was to extend the streets to make them a lot longer as well as adding another storey in height to the buildings. We also added lots of additional town life and atmospherics. The final results were achieved via combination of CG buildings and matte paintings in the rear as well as crowd elements.

San Antonio was a complete CG build for all the buildings including the church. We also had to create a market and add town life composited from shot elements. The primary photography was shot in a parking lot and the only set that was captured in camera was a small strip of wall for the graveyard and a narrow strip of sand as the floor. Of all the towns this one represented the most challenging work for our artists.

What kind of references and influences did you received for the town?

We used a lot of historical drawings and maps for our references and influences. Due to the period we were portraying there was only limited photography, however we were also able to find more recent images of the towns and combined with the drawings and old photos were able to unpick how the towns might have looked. Roni and the production team were able to provide us with some reference and history packs and then we also did a lot of our own architectural research.

How did you populate the towns with wagon, people and animals?

We populated the towns with a mixture of CG animals, wagons and props that our asset team built and also some real cattle and people that had been shot for purpose against blue screens. Some shots such as the aerial flyovers dictated an entirely CG approach, whereas in the case of Dallas we were able to use our blue screen elements to add most of the additional characters. A few of us even managed to sneak ourselves in the movie because we had to shoot a couple of custom crowd elements in our UK studio due to the pandemic!

Can you tell us more about the lighting work?

The lighting work was quite varied due to the range of different locations we were trying to portray. We had a large collection of HDRI images shot at various times in all of the locations thanks to the work of Roni, Andy and the rest of the team that went on set in New Mexico. For the large part we had central setups for each town for consistency, which could be tweaked on a custom basis when the shots required. We also had night setups for Dallas.

Which town was the most complicate to create and why?

Without doubt the most difficult town to create was San Antonio because literally nothing existed! But also as previously mentioned there was fairly sparse reference available and we had a large amount of creative control over the design of the town. This was rewarding but meant our design was continually evolving as we went. We weren’t really working to concept art or a pre-determined design for the town other than what we’d seen from some reference materials. Fortunately we seemed to lock into Paul’s ideas for how the town should be portrayed very early on which meant we had freedom to explore the development of the architecture and assets.

Can you elaborates about the intense night sequence along the river?

Internally we know the sequence as Johanna Calling, where Johanna is trying to signal to her Kiowa people that she is lost. This was shot fairly late in the schedule and essentially when Kidd (Tom Hanks) arrives at the river’s edge it was actually shot against blue screen in another parking lot. We were tasked with creating an aggressive and dangerous river and the entire environment including the bank on to which Johanna was climbing and the bank on the far side of the river. We had a lot of back and forth with Paul and Roni to work out the balance of scale and aggressive properties of the river.

Roni shot separate elements of Johanna after shooting had wrapped against blue screen that were then composited into the CG environment. We developed an instancing and scattering system in Houdini to deploy all the foliage and various sizes of rocks. In 3D terms the environment covered a vast distance, which made the scenes quite heavy.

How did you create the FX elements for the rain and river?

The rain and river simulations were created in Houdini and rendered with Mantra. Because the river was a physical simulation, we found that in order to create certain characteristics for the waves we actually had to change the sculpt of the riverbed.

Sometimes in sculpting one area to address one set of issues it might have an adverse effect on the sim somewhere else, so it became quite a balancing act! We had two versions of the river; a very high-resolution simulation for close up detail and then a faster rendering lower res river that was blended for the more distant parts of the river.

The rain simulations were rendered in layers, which then had their look defined in the compositing process. We had to match our simulations to surrounding shots where a rain machine had been used. Due to cold conditions the whole of the river section had been shot dry as had the opening scenes of the film in Wichita falls. As well as generic rain fall we added individually crafted drops of water onto clothing, Kidd’s lantern and other props.

We can see Indians in an almost ghostly vision on the other side of the river. How did the night affects your lighting work?

The Kiowa people were actually shot in the day against blue screens and composited against the CG environments with carefully crafted layers of fog and atmospherics. Most of the look of this sequence was defined in comp. We rendered our environment closer to daylight levels and then graded and manipulated it in comp. We took this approach because the renders were so heavy that we wanted the flexibility to work on the look more fluidly and quickly, whilst retaining the control of how much detail we would see. At one point in the process the lightning was affecting the whole environment quite heavily so we ended up rendering multiple light sources that could be controlled and flashed on and off by the compositors.

The Kiowa people and their appearance at this point in the film were very important to Paul from a narrative perspective, and so it took some time to arrive at the final look that Paul wanted.

How did you work with the SFX and stunts teams?

The SFX teams provided a base layer of elements such as dust, which we then augmented further in post. This was common throughout the film. As the film is so grounded in reality, many of the practical effects in the film are just as invisible as the digital ones. For the sandstorm sequence, the SFX team used a fine dust and large fans on set to safely fill the air with debris, which we then enhanced. The most notable collaboration with the SFX team was for the wagon crash sequence.

Can you explain in detail about your work on the wagon crash?

The SFX team created a rigged cart that could be crashed down the side of the slope. The horses were CGI. We created faithful digital recreations of Kidd’s two horses from a host of reference photography that Roni captured on set and then we animated them falling in front of and behind the wagon.

We created FX dust and debris driven by the horse animation and the final comps combined all the components with further practically shot dust elements from our library of material.

For the dead horse, the stunt horse had actually been trained to lie still and pant, but on the day he wouldn’t perform so the dead horse was actually a dummy horse that we made to breathe in comp!

In the lead up to the crash we also had to significantly alter the environment to increase the sense of danger. Again this used our Houdini deployment system.

How did you create the massive dust storm?

This was a very challenging and complex body of work for relatively few shots in the movie. The massive wall of dust was created in Houdini and then passed to Maya and Arnold for lighting and rendering. The plate photography was entirely clean with no dust or wind.

We had lots of great reference from real-world sandstorms and also some reference from the SFX team. The biggest challenge for us was the sheer size of the dust cloud, which needed to pass over and through the camera. We ended up using a series of simulations and layers of different resolutions and particle densities that were blended together in comp along with some library elements.

Which sequence or shot was the most challenging?

Every single one! I was amazed at how far we progressed during the movie. This wasn’t our first film as sole vendor, but it was bigger than any we’d tackled before. By the time we reached the end we were knocking up with great speed additional VFX that would previously have proved a major challenge in their own right.

For obvious reasons the sandstorm and river sequences with their heavy FX requirements are definitely at the top of the list.

Did you want to reveal any other invisible effects?

We did a lot of environment work for the Dime Mountain shootout including lots of DMPs and foliage that you’ll struggle to notice without breaking the shots down.

We also did some pretty complex face replacements for the lead actors when riding carts or horses. Roni went to LA to shoot Hanks’s face from multiple angles and with multiple expressions that we then projected over facial maps we generated with Keen Tools for Nuke. The same goes for Johanna during the wagon sequences, and also for some of the Red River shots where she needed to be close to live cattle, which was unsafe for Helena Zengel to do herself.

One thing that features throughout the film that will probably go unnoticed is a huge amount of dust that we created as either a low-lying haze or directional clouds kicked up by wagons, horses and people. This was either achieved with a Houdini simulation or comped 2D elements.

We created cactus, buffalo, skinned buffalo, buffalo skulls, sky replacements, and falling boulders. The list is extensive!

Is there something specific that gives you some really short nights?

Rivers and dust simulations keep me awake at night for sure.

What is your favorite shot or sequence?

For me that would be the Dallas sequence for its atmosphere and the San Antonio sequence. We’re very proud of our work on those two towns.

What is your best memory on this show?

The sense of achievement in delivering the biggest show to date at Outpost and the amazing team I had to work with. Oh and the late night pizza, beer and laughs!

How long have you worked on this show?

For me it was about 9 months.

What’s the VFX shots count?

Overall there were over 600 VFX shots, with Outpost tackling over 350 of those in total.

What was the size of your team?

At the shows peak we had about 55-60 artists working on the team. The comp team amounted to about 30 of those. The majority of our artists were working remotely, with a team of 15 or so remaining in the office.

What is your next project?

I’m currently working with Roni on a big series for Amazon that we can’t wait to show everyone!

A big thanks for your time.

// News of the World – VFX Breakdown – Outpost VFX

WANT TO KNOW MORE?
Outpost VFX: Dedicated page about News of the World on Outpost VFX website.
Netflix: You can watch News of the World on Netflix now (except US, Canada and other select territories).

© Vincent Frei – The Art of VFX – 2021

The Medium: VFX Breakdown by Platige Image

Let’s discover the work made by the teams of Platige Image on the live action trailer for the game, The Medium:

WANT TO KNOW MORE?
The Medium: Dedicated page about The Medium on Platige Image website.

© Vincent Frei – The Art of VFX – 2021

Nocturne – Welcome to Blumhouse: VFX Breakdown by VFX Legion

VFX Legion present their work on Nocturne, another movie from the Welcome to Blumhouse anthology:

© Vincent Frei – The Art of VFX – 2021

Glenfiddich’s ‘Where Next’: Behind the Scenes by The Mill

The Mill reveal its secrets about their VFX work and more precisely on the creation of the animals for the Glenfiddich advertising:

// Glenfiddich’s ‘Where Next’ – Advertising

© Vincent Frei – The Art of VFX – 2021

Soulmates: VFX Breakdown by Vine FX

Let’s have a look at the work by Vine FX made on the AMC series, Soulmates:

WANT TO KNOW MORE?
Vine FX: Dedicated page about Soulmates on Vine FX website.

© Vincent Frei – The Art of VFX – 2021

Tribes of Europa: Rick Sander – Overall VFX Supervisor

Rick Sander began his career in visual effects over 25 years ago. He has worked on many shows including How to Get Away with Murder, Scandal, Fear the Walking Dead and Aquaman.

Note: Thomas Tannenberger was the Co-VFX Supervisor on this Netflix series.

What is your background?

I’m a photographer who started out at VIFX in Los Angeles in the 90s, where I specialized in look-dev before founding a small studio and supervising on several cool series. But I’m still a hands-on artist who wants to make really cool stuff.

How did you get involved in Tribes of Europa and what was your role?

VFX Supervisor Thomas Tannenberger invited me to Prague for a five month shoot in the Czech Republic and Croatia followed by a year in post working with the wonderful team at Cinesite, led by COO Graham Peddie and Head of VFX Technology Holger Voss.

Who was your main production contact and how did that collaboration work?

I had an unfiltered direct line to show runner Phil Koch and EPs Quirin Berg and Max Vetter – all just fantastically talented collaborators. Netflix Director, International Originals’ Rachel Eggebeen and VFX Manager Urs Franzen provided invaluable guidance and never-ending trust and humor throughout. Our calls were always very lively.

What was your approach to the VFX? 

Philip wanted to see beautiful, epic places reclaimed by nature and he had a very specific intent of how the tribes’ technology would work and how the environments would look. The visual effects were designed to expand the scope of the story but also to remain grounded and natural. I would develop looks based on real world reference to discuss with Philip before we began every sequence.

What kind of references did you receive from the production?

Tribes Production Designer Julian Wagner developed beautiful artwork right through post and a lot of materials came from me just walking around Old Port Montreal taking photographs that we used as inspiration, reference and elements to compliment the CG environments.

Where were the VFX sequences filmed?

We shot Tribes in ancient forests, cities ravaged by the Yugoslav Civil War, abandoned Soviet era monuments, abandoned factories – the locations were characters – very haunted and spooky. We combined shot footage of real places with fictional environments to develop new places that still look familiar.

Can you tell me about some of the environments which were created and how they were handled?

Cinesite enhanced, extended and reimagined dozens of environments, many were establishing shots but we added many full frame additions to the set builds. This not only required up-close photo realism but hand crafted translucent, hand-built structures. Then we positioned the additions to maximize the effect of lighting and composition.

There’s a particularly beautiful shot in the second episode, where we see a group of people walking towards an abandoned city, next to an overpass. Can you tell me more about that?

A lot of my work is inspired by personal photography. That cityscape started with a photo I shot 12 years ago of Downtown LA and we applied the look to real Berlin and added the extensive forested elements. The foreground buildings were shot in Zagreb and the near ground greenery was designed in Houdini.

Tell me about the cube – what was the scope of Cinesite’s work on that?  

The original scope was mostly to augment the physical prop with glowing lights, but we eventually replaced the cube in almost every shot. We used photogrammetry, enhanced by designing the interior mechanical parts and I designed the LED glow animation with Philip. Once we hit the look, I could never tell if the cube was real or a replacement – unless it was flying around of course.

The shots where the cube projects an alternative reality – can you tell me more about those? 

The cube uses a holographic projection to tease a bigger narrative. We used LIDAR scans to fill the real world set with the projection and added interactive lighting back to the set to match the animated story. We designed a creature and added an eerie glitching design. The hologram itself is a combination of environments, DMP, Houdini and volumetric glitching.

Can you tell me about Cinesite’s final shots, where the cube turns into a subterranean vehicle? 

We shot on the beautiful Adriatic coast where the characters begin a new adventure. To make the shots as realistic as possible, we used reference of oil rigs, ocean freighters and submarines surfacing to make the materials, textures and water interaction look beautiful but grounded in reality.

How did you extend the Berlin environments?  

Berlin is a combination of filmed locations from Prague and Zagreb extended with familiar buildings from the German capital, renamed Brahtok and buildings we created from scratch. To bring these locations together, Outpost created a modified Google Earth map mixing the places we shot and extended to ensure continuity and we used a combination of photography and Lidar in Berlin – it actually all lines up very carefully. And of course, this was covered in reforestation that was a combination of Houdini, Speedtree and photographs.   

The series is really gory. How did you enhance this aspect? 

Philip made sure we got great action performances and we understood the hand off to VFX – that “yank” pulling out the knife out of an eye socket, the look of surprise, things that feel authentic – no amount of VFX can help if those things are missing. For some up close stabbings, we used a combination of Houdini, and a lot of very terrible reference. I’d mock up ideas and Philip would adapt those ideas to fit the tone he wanted.

What is your next project?  

I’m the VFX On Set Supervisor for Tom Clancy’s Jack Ryan for Paramount Television that streams on Amazon.  

Are there any other visual effects that you’d like to talk about? 

My goal was always to make our work live up to the beautiful photography, sets, performances and people. This project really is about the art of VFX.

What is your lasting memory of working on the series?

The success of our work was really about the success of the client, Netflix and the Cinesite crew coming together to tell a wonderful story. The work is the product of the trust and relationships we built making this amazing series.

What are the four movies that gave you the passion for cinema? 

I’ve always loved episodics. Jordan Peele’s The Twilight Zone just kills me and Counterpart blows my mind. For cinema, I can’t get The Invisible Man out of my head – it’s wonderful – but Star Trek II: The Wrath of Khan was the movie that set me on my career.

A big thanks for your time.

WANT TO KNOW MORE?
Cinesite: Dedicated page about Tribes of Europa on Cinesite website.
Netflix: You can watch Tribes of Europa on Netflix now.

© Vincent Frei – The Art of VFX – 2021

19th Annual VES Awards: The Nominees

The Visual Effects Society has announced yesterday the nominations for the 19th Annual VES Awards!

Congratulations and good luck to everyone!

Outstanding Visual Effects in a Photoreal Feature

JINGLE JANGLE: A CHRISTMAS JOURNEY
Brad Parker
Roma Van Den Bergh
Eric Guaglione
Carlos Monzon
Stefano Pepin

PROJECT POWER
Ivan Moran
Leslie Hough
Joao Sita
Matthew Twyford
Yves Debono

TENET
Andrew Jackson
Mike Chambers
Andrew Lockley
David Lee
Scott Fisher

THE MIDNIGHT SKY
Matt Kasmir
Greg Baxter
Chris Lawrence
Max Solomon
David Watkins

THE WITCHES
Kevin Baillie
Sandra Scott
Sean Konrad
Glenn Melenhorst
Mark Holt

Outstanding Supporting Visual Effects in a Photoreal Feature

DA 5 BLOODS
Randall Balsmeyer
James Cooper
Watcharachai “Sam” Panichsuk

EXTRACTION
Marko Forker
Lynzi Grant
Craig Wentworth
Olivier Sarda

MANK
Wei Zheng
Peter Mavromates
Simon Carr
James Pastorius

NEWS OF THE WORLD
Roni Rodrigues
Dayaliyah Lopez
Ian Fellows
Andrew Morley
Brandon K. McLaughlin

WELCOME TO CHECHNYA
Ryan Laney
Eugen Bräunig
Maxwell Anderson
Johnny Han
Piers Dennis

Outstanding Visual Effects in an Animated Feature

ONWARD
Dan Scanlon
Kori Rae
Sanjay Bakshi
Vincent Serritella

OVER THE MOON
Glen Keane
Gennie Rim
Céline Desrumaux
David Alexander Smith

SOUL
Pete Docter
Dana Murray
Michael Fong
Bill Watral

THE CROODS: A NEW AGE
Joel Crawford
Mark Swift, PGA
Betsy Nofsinger
Jakob Hjort Jensen

TROLLS WORLD TOUR
Walt Dohrn
Gina Shay, PGA
Kendal Cronkhite-Shaindlin
Matt Baer

Outstanding Visual Effects in a Photoreal Episode

LOVECRAFT COUNTRY; Jig-A-Bobo
Kevin Blank
Robin Griffin
Pietro Ponti
Francois Dumoulin

STAR TREK: DISCOVERY; Su’Kal
Jason Michael Zimmerman
Aleksandra Kochoska
Ante Dekovic
Ivan Kondrup Jensen

THE MANDALORIAN, The Marshal
Joe Bauer
Abbigail Keller
Hal Hickel
Richard Bluff
Roy Cancino

TIMMY FAILURE
Rich McBride
Leslie Lerman
Nicolas Chevallier
Anders Beer
Tony Lazarowich

WESTWORLD; Crisis Theory
Jay Worth
Elizabeth Castro
Bruce Branit
Joe Wehmeyer
Mark Byers

Outstanding Supporting Visual Effects in a Photoreal Episode

I KNOW THIS MUCH IS TRUE; Episode 1
Eric Pascarelli
Keith Kolder
Ariel Altman

MRS. AMERICA; Shirley
Janelle Croshaw
Kaylie Whitcher
Leonardo Silva
Zena Bielewicz
Michael Innanen

SURVIVE
Ariel Altman
Rae Welty
Caius Wong
Carl Fong

THE CROWN; Gold Stick
Ben Turner
Reece Ewing
Andrew Scrase
Jonathan Wood

VIKINGS; Best Laid Plans
Dominic Remane
Bill Halliday
Tom Morrison
Ovidiu Cinazan
Paul Byrne

WARRIOR; Learn to Endure, Or Hire a Bodyguard
Jonathan Alenskas
Leah Orsini
Nate Overstrom
David Eschrich

Outstanding Visual Effects in a Real-Time Project

ASSASSIN’S CREED VALHALLA
Raphael Lacoste
Jean-Sebastien Guay
Virginie Cinq-Mars
Thierry Beaumont

CYBERPUNK 2077
Jakub Knapik
Ma?gorzata Mitr?ga
Piotr Suchodolski
Krzysztof Krzy?cin

GHOST OF TSUSHIMA
Jason Connell
Matt Vainio
Jasmin Patry
Joanna Wang

SPIDER-MAN: MILES MORALES; REACTOR FINALE
Gavin Goulden
Jess Reed
Bryanna Lindsey
Mike Yosh

THE LAST OF US PART II
Neil Druckmann
Eben Cook
Erick Pangilinan
John Sweeney

Outstanding Visual Effects in a Commercial

ARM & HAMMER; Once Upon a Time
Kiril Mirkov
Solomon Tiigah
Vanessa Duquesnay
Prashanth Paramasivam

BURBERRY; Singin’ In The Rain
Fabian Frank
Ryan Hancocks
Rob Richardson
Alex Lovejoy

HORNBACH; It Seems Impossible Until You Do It
Ben Cronin
Tomek Zietkiewicz
Amir Bazzazi
Bruno Fukumothi

PLAYSTATION; The Edge
Diarmid Harrison-Murray
Tom Igglesden
Alex Gabucci
Tom Raynor

WALMART; Famous Visitors
Chris “Badger” Knight
Lori Talley
Yarin Mares
Matt Fuller

XBOX; Us Dreamers
Dan Seddon
Elexis Stearn
Fabian Frank
Zhenya Vladi

Outstanding Visual Effects in a Special Venue Project

ASTEROID HUNTERS
Antoine Durr
Jini Durr
Bert Poole
Neishaw Ali

THE BOURNE STUNTACULAR
Salvador Zalvidea
Tracey Gibbons
George Allan
Matthías Bjarnason
Scott Smith

MICKEY & MINNIE’S RUNAWAY RAILWAY
Ryan Donoghue
Becky Train
Blaine Kennison
Nick da Silva
Corban Prim

THE MARCH
Aruna Inversin
Peter Nelson
Kevin Williams
Sean Kealey

Outstanding Animated Character in a Photoreal Feature

DIE KÄNGURU-CHRONIKEN; Kangaroo
Claudius Urban
Sebastian Badea
Dorian Knapp
Ruth Wiegand

JINGLE JANGLE: A CHRISTMAS JOURNEY; Don Juan Diego
Eric Guaglione
Shuchi Singhal
Adrien Annesley
Mahmoud Ellithy

THE ONE AND ONLY IVAN; Ivan
Valentina Rosselli
Thomas Huizer
Andrea De Martis
William Bell

THE WITCHES; Daisy
Jye Skinn
Sarah Fuller
Marco Iannaccone
Fredrik Sundqvist

Outstanding Animated Character in an Animated Feature

ONWARD; Dad Pants
Kristopher Campbell
Jonas Jarvers
Rob Jensen
Jacob Kuenzel

OVER THE MOON; Chang’e
Siggi Orri Thorhannesson
Hyesook Kim
Javier Solsona
Alan Chen

SOUL; Terry
Jonathan Hoffman
Jonathan Page
Peter Tieryas
Ron Zorman

THE SPONGEBOB MOVIE: SPONGE ON THE RUN; SpongeBob
Jacques Daigle
Guillaume Dufief
Adrien Montero
Liam Hill

Outstanding Animated Character in an Episode or Real-Time Project

THE CROWN; The Balmoral test; Imperial Stag
Ahmed Gharraph
Ross Burgess
Gabriela Ruch Salmeron
Joel Best

THE MANDALORIAN; The Jedi; The Child
John Rosengrant
Peter Clarke
Scott Patton
Hal Hickel

THE MANDALORIAN; The Marshal; Krayt Dragon
Paul Kavanagh
Zaini Mohamed Jalani
Michal Kriukow
Nihal Friedel

TIMMY FAILURE; Mistakes Were Made; Total
Maxime Masse
Hennadii Prykhodko
Luc Girard
Sophie Burie

Outstanding Animated Character in a Commercial

AFK ARENA; Toilet; Uzgahk
Chloe Dawe
Brad Noble
Tim van Hussen
Simon Legrand

ARM & HAMMER; Once Upon a Time; Tuxedo Tom
Shiny Rajan
Silvia Bartoli
Matias Heker
Tiago Dias Mota

FAR CRY; Legacy; Anton
Maxime Luere
Leon Berelle
Rémi Kozyra
Dominique Boidin

LEGENDS OF RUNETERRA; Breathe; Darius
Maxime Luere
Leon Berelle
Rémi Kozyra
Dominique Boidin

TK MAXX; The Lil Goat
Kiril Mirkov
Silvia Bartoli
Chris Welsby
David Bryan

Outstanding Created Environment in a Photoreal Feature

BLOODSHOT: Neuralspace
Arnaud Brisebois
Patrick Bacon
Dawid Borkiewicz
Gérôme Viavant

MULAN; Imperial City
Jeremy Fort
Matt Fitzgerald
Ben Walker
Adrian Vercoe

THE EIGHT HUNDRED; 1937 Shanghai Downtown
Stefano Cieri
Aaron Auty
Simon Carlile
Patrick Zentis

THE EIGHT HUNDRED; Shanghai Warehouse District
Jamie Macdougall
Julian Hutchens
Mark Honer
David Pekarek

Outstanding Created Environment in an Animated Feature

ONWARD; Swamp Gas
Eric Andraos
Laura Grieve
Nick Pitera
Michael Rutter

SOUL; You Seminar
Hosuk Chang
Sungyeon Joh
Peter Roe
Frank Tai

TROLLS WORLD TOUR; Techno Reef
Luke Heathcock
Zachary Glynn
Marina Ilic
Michael Trull

TROLLS WORLD TOUR; Volcano Rock City
Brian LaFrance
Sara Cembalisty
Christopher Sprunger
Ruben Perez

Outstanding Created Environment in an Episode, Commercial, or Real-Time Project

BRAVE NEW WORLD: New London
Guy Williams
Justin Gros-Désir
Markus Sterner
Ryan Clarke

CYBERPUNK 2077; Night City
Jakub Knapik
Lucjan Wi?cek

LOVECRAFT COUNTRY; Tulsa 1921
Patrice Poissant
Pauline Lavelle
Mohamed Abdou Elhakim
Alan Lam

THE MANDALORIAN; The Believer; Morak Jungle
Enrico Damm
Johanes Kurnia
Phi Tran
Tong Tran

THE MANDALORIAN; The Siege; Nevarro Canyon
Kevin George
Aaron Barr
Piotr Tatar
Abel Milanés Betancourt

Outstanding Virtual Cinematography in a CG Project

GHOST OF TSUSHIMA; A Storm is Coming
Aladino Debert
Matt Dougan
Eric Beaver
David Liu

SOUL
Matt Aspbury
Ian Megibben

THE MANDALORIAN; The Believer
Richard Bluff
Matt Jensen
Chris Williams
Landis Fields IV

THE MANDALORIAN; The Siege
Dave Crispino
Kyle Winkelman
Paul Kavanagh
Jose Burgos

Outstanding Model in a Photoreal or Animated Project

THE MANDALORIAN; Boba Fett’s Ship
Jay Machado
Enrico Damm
Gerald Blaise
Ryan Church

THE MANDALORIAN; The Rescue; Light Cruiser
John Knoll
John Goodson
Dan Patrascu
Rene Garcia

THE MIDNIGHT SKY; Aether
Michael Balthazart
Jonathan Opgenhaffen
John-Peter Li
Simon Aluze

THE WITCHES; Rollercoaster
Jared Michael
Peter Dominik
Sylvain Lesaint
Emily Tilson

Outstanding Effects Simulations in a Photoreal Feature

BLOODSHOT
Omar Meradi
Jeremy Poupin
Sylvain Robert
Deak Ferrand

GREYHOUND
Mike Nixon
Nicholas Papworth
Jeremy Smith
Yashdeep Sawant

MONSTER HUNTER
Vimal Mallireddy
Warren Lawtey
Tom O’Bready
Dominik Haase

MULAN
Theo Vandernoot
Sandra Balej
James Carson
Yuri Rudakov

PROJECT POWER
Yin Lai Jimmy Leung
Jonathan Edward Lyddon-Towl
Pierpaolo Navarini
Michelle Lee

Outstanding Effects Simulations in an Animated Feature

ONWARD
Dave Hale
Jonah Blue Laird
Stephen Marshall
Ricardo Nadu

OVER THE MOON
Ian Farnsworth
Brian Casper
Reinhold Rittinger
Jennifer Lasrado

SOUL
Alexis Angelidis
Keith Daniel Klohn
Aimei Kutt
Melissa Tseng

TROLLS WORLD TOUR
Stephen Wood
Carl Hooper
Spencer Knapp
Nick Augello

THE WILLOUGHBYS
Helén Ahlberg
Kyle McQueen
Russell Smith
Raehyeon Kim

Outstanding Effects Simulations in an Episode, Commercial, or Real-Time Project

LOVECRAFT COUNTRY; Strange Case; Chrysalis
Federica Foresti
Johan Gabrielsson
Hugo Medda
Andreas Krieg

PLAYSTATION; The Edge
Tom Raynor
Andreu Lucio
Martin Aufinger
Platon Filimonov

TALES FROM THE LOOP; Loretta’s House
Dominik Kirouac
Gaël Chopin
Sylvain Nouveau
Laurent Pancaccini

THE MANDALORIAN; The Marshal; Krayt Dragon
HuaiYuan Teh
Don Wong
Mathieu Chardonnet
Prashanth Bhagavan

Outstanding Compositing in a Feature

GREYHOUND
Chris Gooch
Tiago Santos
Stu Bruzek
Sneha Amin

MULAN
Christoph Salzmann
Beck Veitch
Joerg Bruemmer
Indah Maretha

PROJECT POWER
Russell Horth
Matthew Patience
Julien Rousseau

UNDERWATER
Sreejith Venugopalan
Ruslan Borysov
Susil Sabat
Andreas Andersson

Outstanding Compositing in an Episode

LOVECRAFT COUNTRY; Strange Case; Chrysalis
Viktor Andersson
Linus Lindblom
Mattias Sandelius
Crawford Reilly

THE MANDALORIAN; The Believer
Peter Demarest
Christopher Balog
Shawn Mason
David Wahlberg

THE MANDALORIAN; The Marshal
Nicolas Caillier
Simon Rafin
SiangKee Poh
Simon Marinof

THE MANDALORIAN; The Passenger
TC Harrison
Tami Carter
Jaume Creus Costabella
Shane Davidson

Outstanding Compositing in a Commercial

BURBERRY; Singin’ In the Rain
Alex Lovejoy
Mithun Alex
David Filipe
Amresh Kumar

PERRIER; Heat
Stéphane Pivron
Franck Lambertz
Harry Bardak
Christophe Courgeau

PLAYSTATION; The Edge
Alex Gabucci
Rebecca Clay
Alex Grey
Alex Kulikov

WALMART; Famous Visitors
Chris “Badger” Knight
Ben Smith
Jake Albers
Franz Kol

Outstanding Special (Practical) Effects in a Photoreal or Animated Project

FEAR THE WALKING DEAD; Bury Her Next to Jasper’s Leg
Frank Iudica
Scott Roark
Daniel J. Yates

Outstanding Visual Effects in a Student Project

TIME’S DOWN
Valentin Soulard
François Brugalières
Nils Lemonnier
Yan Weitlauff

ARAL
Cédric Moens de Hase
Benoit Paya
Charles Morhain
Mathilde Dallamaggiore

STRANDS OF MIND
Adrian Meyer
Laura Messner

MIGRANTS
Antoine Dupriez
Hugo Caby
Lucas Lermytte
Zoé Devise

© Vincent Frei – The Art of VFX – 2021

FuseFX Creature Reel

Let’s have a look at the variety of the creature work, from rabbit to sirens, made by the teams of FuseFX:

© Vincent Frei – The Art of VFX – 2021