Indiana Jones and the Dial of Destiny: Julian Hutchens – VFX Supervisor – Rising Sun Pictures

Prior to joining Rising Sun Pictures in 2017, Julian Hutchens had worked at a various studios like Framestore. He has worked on a many films, including Edge of Tomorrow, Paddington, Alita: Battle Angel and Elvis.

What is your background?

Like many in the industry, I have a photography, art and design background. Both my parents are artists, my mum’s a jeweller and my dad’s a painter so growing up it was somewhat hard to get away from following creative endeavours. I became fascinated with 3d animation and visual effects after seeing movies like Jurassic Park and episodes of Movie Magic. Inspired by this, in high school I taught myself Softimage3d and made an animated short film in my final year of school followed by a Bachelor of Multimedia Design which gave me a very broad understanding of art & design principles. Following that, I commenced a government funded internship through Film Victoria at a small post house called Complete Post where I worked as a 3d generalist artist on commercials and small-scale films. As it was a small studio we worked on a very broad combination of projects which exposed me to many creative and technical challenges. It was in this role I got to wear many hats and dabble in many facets of post-production. In the peak of the world financial crash I decided to leave that stable job and venture off to London, where I soon after began working at Framestore in London in lighting/lookdev, followed by helping to set up their studio in Montreal several years later. After nearly a decade away from Aussie shores, it was time to return to Australia and Rising Sun Pictures looked like the perfect fit.

How did you and Rising Sun Pictures get involved on this show?

We have a terrific working relationship with VFX producer Kathy Siegel from previous James Mangold collaborations, like Ford Vs Ferrari. This paved the way for another opportunity to work together. I was just finishing up on Elvis when I heard we would be working on the next Indy and I immediately put my hand up to get involved.

What was your feeling to be back in this iconic universe?

Being such a massive fan of the original films, I felt a huge sense of responsibility. I cherish the original films for their sets, lighting, texture and ambience and I knew that our contribution must stand up to that level of detail to enhance the story and extend what could not have been caught in camera on the day. The visual effects had to feel real and support the story. It was a real ‘pinch-yourself’ moment when we all watched the first glimpse of the parade sequence edit as a team. Everyone was so excited to be a part of this journey and the whole team really brought their best!

How was the collaboration with the Director James Mangold and VFX Supervisor Andrew Whitehurst?

Andrew was very much on the same page as the Director throughout the whole post process. He very clearly communicated what the director was looking for in any given shot or sequence. He presented concepts and research all of which was pre-approved by the Director and production designer, so from the get-go the expectation was clear and we were trusted to deliver that vision. We were told that Jim is not going to be concerned or dwell on minute details and expectations, but rather the over all picture and mood. Our additions had to feel real and tangible. A major part of visual effects is really understanding what the director wants for the story and making sure we are all aligned with that vision, working with Andrew was a pleasure and it was clear from the first call we were all well aligned.

What was their approach about the visual effects?

Everything had to feel like you could reach out and touch it, as though it could have been caught in camera, rich with detail and have a purpose in every shot. Our work needed to sit into the visual language of the film and co-exist in support of the story without anyone really noticing it was there. Indiana Jones is all about history, the locations within the film are all real places albeit in the past, we wanted to ensure each location had a sense of authenticity complete with imperfections.

How did you organize the work with your VFX Producer?

With any complex VFX challenge the first step is to really understand what the Director wants for the story and how will the addition of VFX enhance that vision. It all begins with planning. Breaking down the big challenges into smaller achievable goals. We started with interpreting the client led concepts into our own paint-over concepts using key angles of the plate photography. From these Director approved concepts we broke down our prop/dressing and FX needs, Hero model requirements vs procedural construction aims. By breaking down the work into those categories we were able to focus detail and attention where it was most appreciated and required for the story.

What are the sequences made by Rising Sun Pictures?

RSP had an extensive contribution, we were the second largest contributor of VFX and the majority of our work was within the second act of the film, from the moment Indy wakes up in his apartment in New York to his departure from Idlewild airport. We worked on extending his neighbourhood in the lower East Side, the Hunter College rooftop chase, Kidnap journey, escape through the streets, Moon landing ticker tape parade, Subway chase, various NY night locations and Departing from the Pan AM terminal. Not to mention the closing shot of the film with the camera rising from the street to Indy’s balcony, along with collaborating on an iconic map journey and supporting shots during his capture and journey toward the past.

Can you elaborates about the design and creation of the New York environment for the ticker tape parade?

We were presented with extremely rich, detailed concepts which encapsulated the gritty mood of New York the Dir and Production designer were aiming for. Various key scenes were depicted in this study and accompanied by historical referecne photography and archival footage. This collection provided a strong foundation for our concept team to re-interpret these palettes/textures/structures into our own paintover concepts based on key frames from the initial turnovers to help form a blueprint for the look of late sixties New York. The Parade chase was filmed in Glasgow and therefore already had several blocks worth of buildings in camera, we had to be careful when designing our top ups to remain cognisent of the structure below and its style whilst also designing additional floors that caried the New York flavour. This required a lot of hero modelling and strategic decisions on where to cut from the plate. Fortunately we had a highly detailed lidar which covered several blocks, with this we were able to accurately lineup our digital extension to continue from logical join points like architraves and other horizontal building features. Beyond the hero modelled topups the rest of New York was based on a proxy Manhattan we had built from geo survey data. This proxy was trimmed to keep building heights to 1969 levels and provided the base for our procedural modelling features to be sculpted and instanced to add scale and detail.

Where was filmed this sequence and the size of the real sets?

The ticker tape parade sequence was shot in Glasgow across several city blocks. The key to transforming Glasgow into New York was to really embrace what was in the plate photography however minimal. We knew we wanted to keep at least the bottom story of every building, complete with its set dressing and adornments to ensure our extension was grounded and based on something tactile. Pushing us to live up to that level of detail and imperfection in our extended world. Once we had believable top-ups extending out of frame to New York heights the remaining street extension was approached in a more procedural way. By blocking out buildings based on existing NY survey data and making sure we kept the heights period accurate prior to adding the additional architectural adornments and details via procedural means. We wanted to make sure each shot said ‘New York’, from iconic yellow traffic lights hanging out over the street to roof-top water towers.

What kind of references and influences did you received for the New York environment?

We received wonderful concepts and period reference photography prior to our shot turnover from production as well as an extensive New York photo shoot of current day buildings and streets. The concepts really established the mood and energy for most of our key sequences including the moon landing parade. The mood, texture and detail with in those frames really set a benchmark for how dirty and rich the visual palette was going to be. From there we amassed a huge library of vintage photography, postcards and aerial images to help inform the look and feel of each environment. We wanted to continually ask ourselves based on this reference material what details we could add to help enrich the extensions from the plate photography. We didn’t want there to be any sterile straight lines, perfect edges or clean surfaces; it all had to feel real and imperfect to be believable. We knew the Director and Production designer were both New Yorkers, so the bar had to be set high.

How did you populate the streets?

The streets were populated with a vast library of purpose built 3d assets based on the cars, crowd extras, props and adornments used on set, along with additional buildings and their rooftop dressing. We used a combination of hand placing street level props, like parked cars, telephone boxes, traffic lights and trash cans along with procedural dressing on our buildings, like air-conditioning units and rooftop greebles. We matched the location of parade stands, crowd barriers and live action crowd per shot so that we could dress in a digital crowd to fill in the gaps, complete with banners, flags, balloons and children on shoulders.

How did you create the various digital doubles and the CG horse?

All our crowd agents were built from the enormous library of extras which were captured on set. We procedurally extracted the vector displacement map detail with accompanying coloured textures and applied that to a number of varied low poly ‘body socks’ to ensure detail was only engaged when required at render time and based on the needs of the Camera Angle. For the crowd performance we conducted several motion capture shoots to make sure we had a diverse library of actions and behaviours to help bring the parade to life. There was cheering, ribbon throwing, holding balloons, banners and waving flags to name a few of the nearly 100 unique actions.

Our Horse asset was based on reference supplied by production. All wide shots of the horse where captured in camera, we decided on a CG build to replace the on-set buck used in the mid to closeups, which came with a number of complex challenges. The run cycle had to feel natural whilst the head movements also had to carefully cover the onset buck to avoid additional complex paint when overlapping hero talent. We brought life to the horse by adding subtle blinks, twitches and flowing hair; details that were missing in the plate. By using a digital replacement, we were also able to control the lighting to better integrate the horse in its surroundings, in particular within the subway tunnel.

Did you use procedural tools for the parade sequence?

Due to the enormous visual complexity required for the parade sequence many procedural techniques were adopted. Whilst the top ups from the main principal photography where handled with hero modeling and careful asset detailing, The buildings extending beyond that region were procedurally generated from a proxy manhattan silhouette. Architectural details, trims and window frames were all procedurally dressed on the initial proxy footprint for each building based on period reference. The materials were varied via a library of bricks, concretes and renders to achieve maximun visual complexity and variation. We made sure wider based buildings were brick whilst taller narrow ones were a combination of steel and concrete construction. We added blinds, interiors and lights using a window box shader to ensure small frequency details where always present to add a sense of scale to the enormous structures.

How did you manage the lighting challenges?

The two main lighting challenges on the parade sequence were integration with the plate and ensuring continuity across the sequence. Our first step was always to light our digital extension to match the plate as a starting point. However NY has very tall towering buildings, whilst The Director wanted to have shafts of raking sun light appearing between the city blocks to help add depth and scale in the extended world. The biggest challenge, as with any daytime shoot is that the conditions change every five minutes, especially in Glasgow where the Parade sequence was shot. Therefore finding the gentle balance of amping up the dynamic lighting whilst still grounding the whole image to the foreground was a huge creative challenge.

What was the main challenges with this sequence?

New York had a combination of challenges as parts were shot on location in Glasgow for the ticker tape parade whilst others sections were shot on backlot in the UK. This posed many layout/continuity challenges as Indy’s escape and ride through the parade all had to be carefully mapped out to work both for the story and within the world space of our build.

Can you elaborates about your work on the subway chase?

The Subway chase sequence was made from a combination of onset photography shot within the practical station built on set, blue screen stuntwork and full CG shots. The challenge creatively was to choreograph all these elements via layout postviz to add maximum drama and energy to the near escape from both trains within the tunnel. We built a long section of tunnel based on the practical build to stage the drama between Indy and the two trains. We built a hero train carriage and populated it with a packed crowd of commuters.

How did you recreate the Pan American terminal at JFK Airport?

We began with collating period correct reference. A combination of postcards, aerial photography and even stills from a James Bond film to inform our Pan Am structure and surrounding carparks and terminals. The sequence was shot with a very minimal live action set. Only a small portion of tarmac, pillars, extras and cars where in the photography with most of the remaining plate extending to a green screen. We wanted to keep as much of the plate however minimal as possible therefore we modified our accurate pillar spacing to conform to the live set. It was important to bring the interior to life with crowd, luggage and movement. whilst the exterior was alive with moving traffic and planes in flight. We wanted the scene to feel like a bustling New York airport complete with taxis piling up along the on-ramp with their headlights traveling across surfaces and making the lighting dynamic and alive.

Which sequence or shot was the most challenging?

Each sequence provided its own set of challenges and creative problems to solve. The parade sequence for us was probably the most challenging as it contained so many elements and required every department to give it their all. Due to COVID restrictions, on set crowd extras were few in number and widely spaced. Extensive roto was required to isolate the sparse crowd and allow us to fill the gaps with digital spectators. We created a huge library of assets to build for street furniture, cars, floats, crowd, buildings, giant « Macy’s Day » style parade balloons to design in collaboration with the production designer. There was a complicated layout puzzle to piece together the location of digital crowd stands, street dressing, parade extensions and float placement for continuity. Lighting had to be dedicated per-shot to blend seamlessly with the plate yet also provide a distinct character and mood across the sequence. We designed thousands of FX crowd agents, with over a hundred unique motion captured actions, holding props, banners and children on shoulders, some throwing a sea of ticker tape and ribbons which floated down through the scene and interacted with animated vehicles. Following this huge CG build was one of the biggest comp challenges I have seen on a show to combine all these elements and layer them all up to form the final composition.

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

When I first looked at the various sequences my initial reaction was, ‘yikes! how are we going to do that crowd?’. There was a very thin layer of extras on set and therefore a much heavier reliance on hero digital crowd extras. Making sure we had enough detail and variation in look, movement and action was the biggest challenge for us. That is one of the things I love about vfx. Starting with ‘how on earth are we going to do this’ and then working together as a team to figure it out.

What is your favorite shot or sequence?

That is a really tough question, I love the airport, subway, rooftop chase and ticker tape parade sequences all for different reasons. One shot does stand out however and that is a shot of Indy from behind galloping past the crowd, soaked in a sea of ticker tape and ribbons lit by a beautiful late afternoon sun. That shot has it all, gorgeous practical lighting, our New York top-ups and street extension, the giant Macy Day style parade balloons we designed with the production designer, people throwing ribbons and ticker-tape from the windows above. A really dramatic iconic shot.

What is your best memory on this show?

When we sat together as a team in the theatre and watched our closing shot of the film with John Williams score fresh of the press. We had been working on that highly complex shot for many months stitching together two non motion-controlled camera moves, one of a Glasgow street on location and another studio shot that ends at Indy’s apartment balcony. To see it all come together accompanied by the iconic music felt like a very special closure to the film and our journey on the project.

How long have you worked on this show?

Around a year and a half.

What’s the VFX shots count?

Just over 300 shots.

What is your next project?

A new project releasing mid-year, can’t wait to be able to talk about it!

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

Labyrinth, Jurassic Park, Once Upon a Time in the West, Amelie.

A big thanks for your time.

WANT TO KNOW MORE?
Rising Sun Pictures: Dedicated page about Indiana Jones and The Dial of Destiny on Rising Sun Pictures website.

© Vincent Frei – The Art of VFX – 2024

Tú También Lo Harías: VFX Breakdown by Onirikal Studio

Let’s explore the visual effects in Tú También Lo Harías in this VFX breakdown. Created by Onirikal Studio in Barcelona, dive into the seamless work made on the environments and the water simulations for this Disney series:

WANT TO KNOW MORE?
Image Engine: Dedicated page about Tú También Lo Harías on Onirikal Studio website.

© Vincent Frei – The Art of VFX – 2024

Captain Michalis: VFX Breakdown by Lupos Images

Immerse yourself in the magic of the environments and enhanced action sequences for the war film Captain Michalis with this VFX Breakdown on the invisible visual effects created by Lupos Images in Athens:

© Vincent Frei – The Art of VFX – 2024

Animalia: VFX Breakdown by MPC

Go behind the scenes of Animalia where drama meets supernatural event by diving into the world of visual effects created by the Parisian teams of MPC:

WANT TO KNOW MORE?
MPC: Dedicated page about Animalia on MPC website.

© Vincent Frei – The Art of VFX – 2024

Society of the Snow: Félix Bergés & Laura Pedro – Production VFX Supervisors – El Ranchito

In 2014, Félix Bergés explained the visual effects created by El Ranchito on The Homesman. He went on to work on various projects including A Monster Calls, Game of Thrones and The Vault. Now he’s back to talk to us about Society of the Snow, his third collaboration with director J.A. Bayona.

Laura Pedro began her career ten years ago. She joined El Ranchito in 2014 and has worked many shows such as Game of Thrones, Valley of the Dead, ¡García! and La Unidad.

What was your feeling about working again with Director J.A. Bayona?

Laura Pedro // My first project with Jota and Felix was almost ten years ago, and being able to work together again has been very enriching for me. Spending these years by his side and working hand in hand again has been an incredible adventure, being able to grow again and continue learning.

Félix Bergés // It is my third project with JA, we started ten years ago with The Impossible which was an incredible adventure. Working with JA is always an enriching experience and represents an important challenge.

What was his approach and expectations about the visual effects?

From the beginning of production, when we held the first meetings in 2018, we were always clear that what mattered most to us was realism when it came to telling the story and from that place we began to approach the VFX to accompany the film. That was why we started looking for places all over the world that would allow us to film, always knowing that at some point we were going to have to travel to the Valley of Tears to be able to capture the real mountains and always work with real images and not generated by computer.

How did you organize the work of your VFX Producer?

We knew that the amount of material that was going to be filmed would be gigantic, it was always essential for us to have a good organization of all the material. That is why at the beginning of each day of filming we were in contact both in terms of budget, time, organization, and volume of work.

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

The choice of vendors was based on the volume of work. They are companies that we have already worked with. We knew perfectly well that the organization, coordination, and final result, between them and us was going to work. The distribution of sequences was done during the editing process, seeing the needs of each sequence and distributing accordingly. If a vendor had a sequence, he was the one in charge of designing and finalizing it, in order to have consistency in the result and that it was optimal. We were able to have that consistency among the five vendors (El Ranchito, Glassworks, Lamppost, Twin Pines and Miopia) thanks to the previous work we did to organize all the backgrounds for each sequence. This consistency in the backgrounds was possible thanks to the application developed by the El Ranchito team, an application in Unreal that allowed us to compare in real time what we had shot in Sierra Nevada with what should be seen in Andes, so that each vendor can work on their own without the need to be constantly rechecking and thus they too can work more freely.

Where were the various sequences of the movie filmed?

Most of the film was shot in the Sierra Nevada (Spain). We shot there for four months out of the almost five months that the shoot lasted. The filming in Sierra Nevada was divided into three sets:

1.- A first set located at 3,000m of altitude in the « Laguna de las Yeguas » we chose this mountain because of its geography that is in many points similar to « The Valley of Tears » and because of the light conditions that occur, it is one of the ski slopes closest to the equator. On that set in the middle of the mountains is where we filmed the vast majority of days, as long as the weather conditions were not adverse there we were filming in the middle of the snow.

2.- The second set was built in an ephemeral warehouse also in Sierra Nevada. We designed this set thinking about the number of scenes that happened inside the fuselage (aircraft) itself in low light hours, dawn/dusk/night, moments of light in which filming at 3,000m was dangerous. For this set we decided to use an « L » shaped LED screen system that covered all the angles at which we were going to film. The material we projected on the screens was the mountains of the Andes that we went to photograph months before we started shooting, so we wouldn’t need to post-produce everything we filmed on this set.

3.- The third set was about 1,000m in Huéjar Sierra, it was a construction of approximately 100x100m that reproduced the same floor as the set of Sierra Nevada at 3,000m, with a fuselage as well, but in this set we had a system under the same fuselage that allowed us to hide it under the ground for all the scenes that happen after the airstrip, This allowed us to shoot exterior shots with the fuselage in the same state as on the mountain and with the fuselage buried by snow, which we couldn’t do on the mountain.

Another important part of the filming that has our intervention is the accident, which we filmed in two weeks on the Netflix sets in Tres Cantos, Madrid.

Can you elaborate about the creation of the impressive plane crash?

Laura Pedro // We followed the same approach as in the rest of the film in terms of our intervention, finding a way to film it as real as possible « without dying trying ». That’s why we decided from the beginning to work with Jota and the El Ranchito team on a very specific and detailed preview of each shot we wanted to film and thus decide once the sequence worked for us how to film it.

One of the moments that was most difficult for us to define how to film it with real bodies is the moment of the final impact, when all the bodies and seats collapse between them, we knew that we did not want to generate it digitally with digidoubles but we needed to find a way to do it. For this at the beginning we did make 3D simulations with FX to see what that collapse was like. With this we came to the conclusion that the best way without using cables and for a real movement was to use the force of gravity, for this we built a third of the fuselage (aircraft) on top of a gimbal that provided us with an inclination of 25º and allowed the bodies to fall into the chamber with a real force and without taking risks. We shot with real actors and stunts in various layers and then composed them and made the « accordion » effect, getting the effect of collapsing real bodies and physical elements.

Which techniques did you use for the background plates inside the flight?

Everything that you see in the backgrounds of the accident comes from real plates that we filmed in the filming we did in the Andes, all the backgrounds that you see in the windows and when the plane breaks belong to that filming that we did expressly so as not to digitally generate any background. A mix of real images filmed with Alexa from helicopter, photographic and drone material.

For the moment when the fuselage descends down the slope after impact, for example, we filmed with a 360º camera the entire route, we placed the camera on a skier, so we could better understand the dimension and we could portray that moment in the most faithful way.

What was your approach to recreate the massive environments of the Andes Cordillera?

One of the director’s most important goals was that at all times the backgrounds we saw in the film were the real ones of the place where the accident occurred. The mountain range before the crash site and the valley (« Valley of Tears ») in which they spent most of the 72 days is immense. The walls reach almost 4200 meters and the valley is very difficult to access. We made a very exhaustive preparation to define the mountaineers who were going to go to shoot in the valley which is what we needed, we built a program in Unreal with satellite information with which we marked all the necessary photographs to use them later for background and to make a photogrammetric model of great detail. In addition, the director and the cinematographer using our app designed all the necessary plates.

At all times we have used photographic material projected on 3D scenarios to make all the shots of the film except for the accident sequence in which we built a complete CG environment of the wall of the mountain they fell down. Of the four NSEW directions, the valley we shot in in the Sierra Nevada in Granada, we could use the nearby part of the N and W directions quite well (the big wall they came out of) and we had to CG generate close parts for E and S because the shape of the mountain didn’t match enough. The far backgrounds were changed in 100% of the shots of the film (about 800).

Can you explain in detail about the creation of the Andes Cordillera?

The south wall of the Valley of Tears, which was the place where the fuselage slid until it hit the bottom of the valley, is a 3D environment based on low-detail photogrammetry that we were able to take with photos at ground level and drone, then we added 3D detail. The part of the Andes mountain range prior to the place where they hit the mountain is a 3D environment based on a photogrammetry made with the helicopter’s taxiing material also with an improvement of detail in modeling.

The previous shots in which the plane travels through the Andes are plates filmed in a helicopter in which we have added mountains with a lot of snow in 3D in the foreground. It should be remembered that the year in which the accident occurred, 1972, was a year of heavy snowfall and that due to climate change the Andes today have much less snow in many places. In addition, of course, CG clouds have been added in all planes.

How does the specific sunlight affect your work?

The place where the accident happened is very close to the equator 33 degrees south, it is a very high valley between 2000 and 4000 meters, the type of light is very extreme, the sun is very vertical for a mountain area. We chose the location of Sierra Nevada in Spain because it is one of the closest to the equator (37 N) and has a more similar light and a greater number of hours of sunshine to shoot. In addition, it is very common to have days of very hard and direct sunshine as the survivors had in the Andes. We wanted to make a film based on photography and we had the problem that the light of the Andes, being south and because of the orientation of the valley, was sometimes counting. Of course we continuously changed the time, the backgrounds of the sunrise Andes were for the shots that we shot at sunset in Sierra Nevada but even so the photographs without retouching in many cases did not work, for that we retouched many photographs and did a lot of matte painting work to adapt the backgrounds to the main filming of actors in Sierra Nevada.

Can you elaborate about the avalanche sequences?

The avalanche sequence has several opening shots where the snow outside is CG and the rest has a real basis with some CG enhancement. The most important job was to help make the filming viable by extending the set and covering the gaps with a CG fuselage to illuminate and move the camera. In addition, in many shots we help by adding dirt to the lens, steam effects, fog, particles, etc.

How did you work with the SFX and stunt teams?

By far the most important sequence that the VFX, SFX and stunts teams worked on was the accident. We at VFX always think that the more you can shoot with SFX and stunts is always much more real and more interesting than using CG.

Did you do digital makeup work for the wounded or the cold?

The make-up work is fundamentally real, but we have helped in quite a few shots to make small clean-ups or add some detail that the director asked us to do.

Did you want to reveal to us any other invisible work?

The film has 1,000 shots with VFX that we hope will be invisible enough. For us, the most important thing, and what we are most proud of is that the survivors told us when they saw the film that they had the impression of being there again, they recognized the bottoms, the rocks, the mountains, the cold and the blizzards, that was absolutely the goal.

Which sequence or shot was the most challenging?

The accident for many reasons, because of the difficulty of telling a story from inside an airplane, which often makes the shots very static, because it was the only part of the film in which we did full CG shots and that in a film that is 100% photographic makes you doubt the credibility of each pixel of the image, because we had to simulate a lot of very extreme weather conditions with almost plane-to-shot changes, because it’s the « visible » VFX sequence of the film.

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

Deadlines and the number of drawings to be worked on weekly and checked.

What is your favorite shot or sequence?

Félix Bergés // The very general shots of the valley, it was very nice to see on the big screen those shots with everything white but with detail in the snow, blizzards, to see the feeling of scale.

Laura Pedro // The wide shots when they discover « the tail ».

What is your best memory of this film?

Félix Bergés // Shooting in the VFX unit or in the second unit in the mountains, we have been very lucky to see moments of light and very, very beautiful landscapes.

Laura Pedro // Absolutely, being there and living them while we were filming, also for me something that I will not forget were the two trips to the Andes where I discovered and understood the immensity, that helped us a lot later to understand the sizes when we were filming in Sierra Nevada and during the post-production of the wide shots.

How long have you worked on this film ?

Félix Bergés // Two years in a very intense way but we have been researching locations and many other topics I think 5, I don’t remember anymore.

Laura Pedro // I do seem to remember that the first time we met to talk a little seriously about the project and start putting essential points on the table was around 2018.

What’s the VFX shots count?

Approximately 1000.

What is your next project?

RELAX? We would love a little relaxation, but the truth is that we are already working on the pre-production of new projects that will surely also make us break our heads at some point or another, there is never an easy project.

A big thanks for your time.

// VFX Reel

// Trailer

WANT TO KNOW MORE?
El Ranchito: Dedicated page about Society of the Snow on El Ranchito website.
Netflix: You can stream Society of the Snow on Netflix.

© Vincent Frei – The Art of VFX – 2024

Nyad: VFX Breakdowns by Scanline VFX

Let’s dive into epic ocean storms and explore the underwater wonders of the Taj Mahal in a hallucinatory sequence, all orchestrated by the teams of Scanline VFX in this new VFX Breakdown of their work on the Netflix film, Nyad:

© Vincent Frei – The Art of VFX – 2024

Doctor Who – 60th Anniversary Special – Wild Blue Yonder: VFX Breakdown by REALTIME

Embark on a unique interstellar adventure in this VFX Breakdown by UK-based studio REALTIME as we go behind the scenes to create the interior of a spaceship for a special episode of Doctor Who, Wild Blue Yonder:

WANT TO KNOW MORE?
REALTIME: Dedicated page about Doctor Who – 60th Anniversary Special – Wild Blue Yonder on REALTIME website.

© Vincent Frei – The Art of VFX – 2024

The Last of Us: VFX Breakdown by RISE

Let’s discover the invisible visual effects work from warm campfires to enchanting northern lights to enhanced gore sequences made by the Berlin teams of RISE for the HBO series, The Last of Us!

WANT TO KNOW MORE?
RISE: Dedicated page about The Last of Us on RISE website.

© Vincent Frei – The Art of VFX – 2024

Rodeo FX Showreel 2024

Get ready for a beautiful visual journey with the new showreel from Rodeo FX! Explore distant galaxies (Foundation), meet amazing creatures (The Witcher, Stranger Things) and immerse yourself in action scenes (John Wick: Chapter 4) that will keep you on the edge of your seat!

© Vincent Frei – The Art of VFX – 2024

Foundation – Season 2: VFX Breakdown by Image Engine

Immerse yourself in the creation of a superior human race, incredible spaceships and architectural environments merging classical and brutalism in this behind-the-scenes look at the visual effects work made by the teams of the Vancouver-based studio Image Engine on the new season of Foundation:

WANT TO KNOW MORE?
Image Engine: Dedicated page about Foundation – Season 2 on Image Engine website.

© Vincent Frei – The Art of VFX – 2024