Borderlands: Scott Stokdyk – Production VFX Supervisor

Back in 2021, Scott Stokdyk covered the visual effects behind Finch. This time, he’s here to delve into the live-action version of the acclaimed video game Borderlands.

How did you get involved on Borderlands?

I got a call during the end of principal photography to fill in for a VFX Supervisor who had left the show

How was the collaboration with Director Eli Roth?

It was great – I think directors who have distinguished themselves in the Horror genre have a great handle on visual storytelling (i.e. Sam Raimi, Peter Jackson, etc…), and I was able to pretty quickly get in alignment with Eli’s ideas. His acting background also came in incredibly useful when he was giving Claptrap animation comments (or when we video recorded him acting out some of the performances).

How did you organize the work with your Producer?

Deven LeTendre was incredibly organized & had setup so many things on the show before I even started – I inherited and benefitted from all her pre-production prep. I think we both relied on our skills of flexibility & resilience as things changed during post-production, because the work had to be re-organized several times.

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

Again, most of this was setup before I started, but I was incredibly happy to immediately jump in and work with the team from Framestore Australia (formerly Method) for a lot of the early development (Claptrap, Firehawk)… other previously contracted VFX vendors onboarded as sequences were turned over & development ramped up.

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

Since I came to the project at the end of shooting, I had limited sway over the methodology, and just helped guide the last VFX shots & elements. Probably the biggest shooting influence I had was to advocate for shooting real stunt cars for the big chase scene. I think that stunt drivers in real cars give something that is hard to synthesize in CG.

How did you approach the visual design of Pandora to stay true to the game’s aesthetic?

The producer Avi Arad had an extensive library of artwork from the game… and we had tons of support from Gearbox as well, with assets & style guides. One of the clever things they did in the games was to be efficient about reusing assets in different visual ways… for example, they might have tires stacked in many unique weird ways, to create complex sculptures out of a relatively simpler asset. My directive to the VFX teams was to imagine that a psycho had set-decorated the world, and run with that…

What challenges did you face in translating the unique art style of Borderlands into a live-action format?

The advantage that a first-person game has is being able to art direct to a fixed lens, and to fill mid-ground with architecture that works compositionally across a wide number of positions… in our cinematic universe, we had to art-direct to a wider variety of framings & setups, and work with what was already filmed, so we didn’t have the same amount of artistic control in VFX in post.

Can you explain the process of creating the desert landscapes of Pandora?

Anything shot in Budapest served as a baseline of reality to enhance… how much it was pushed into « otherworldly » was the subject of a lot of discussions and debate. We went from a more naturalistic look to tweaking it at the end to bring in more fantasy/game elements.

Sometimes when enhancing a real landscape, less is more… you want to do just enough to push it from being earth-like… but we had to balance this with reflecting signature Pandora game landscapes that would be recognizable to Borderlands fans.

How did you balance realism with the stylized look of the Borderlands universe?

I think from even before I came on, everyone was trying to get design elements from the game into the Borderlands movie as real physical objects. Interestingly, some things don’t translate as well as others, but it wasn’t always predictable what would or wouldn’t work… I think some of our best successes were when we went back to real-world inspiration for game elements, such as the Vasquez area of California, with its iconic jagged rock formations.

What were the key considerations in designing Claptrap’s visual effects?

Claptrap was comic relief in the movie, and as an annoying sidekick, he was sometimes seen as an afterthought by the other people in the story. We loved him in VFX because he was meant to take some of the seriousness out of the post-apocalyptic style that defines the landscape. I personally wanted to respect the weirder parts of the game as much as possible, and Claptrap was definitely unique and quirky.

How did you ensure Claptrap’s movements were both mechanical and expressive?

We started with a base of physical balance in the motion, and layered expression on top – a lot of the nuance was done with the arms and hands, but the eyes offered other opportunities to mimic human emotions. We also liked to use the top flaps as eyebrow raises or shoulder shrugs.

I wanted to start from the Illusion of Life « flour sack » animation concept, where simple forms & poses can convey complex expressions. I also wanted to keep it plausible that a mono-wheel robot would not tip over… so he would be constantly compensating for his center of mass.

What techniques were used to animate Claptrap’s interactions with the environment?

Mostly Claptrap’s interaction was about moving dirt & pebbles on the ground, and leaving tire tracks.

How did you bring Firehawk’s elemental powers to life on screen?

Firehawk’s powers are meant to be shown harnessing fiery energy to fly & attack. She summons wings that resemble fire when she is flying, and is able to shoot fiery bursts from her hands. Framestore developed a flame base with signature Lilith colors, and layered particle effects on top.

What visual cues were used to represent Firehawk’s control over fire?

We incorporated some of the tattoos that show up in the Gearbox game to indicate that Lilith is in control, and is the source of the power… other than that Cate Blanchett took the lead on poses & physical performance.

How did you ensure Firehawk’s abilities looked visually distinct and powerful?

I was inspired by subatomic particle paths through bubble chambers – it seemed like a nice way to elevate the look of fire… the idea was that Firehawk was able to control energy at a subatomic level…

What role did CGI play in creating the creatures of Pandora?

The creature of Pandora are all CGI (just like the ones in the game!)

There was one practical dead Rakk, but it got cut from the movie…

How did you approach creating the Skags and other creatures unique to Pandora?

Admittedly, creatures don’t play as big a part in the movie as they do in the game, but we wanted to give them the same ferocity & desperation that they have in the game. These are hostile creatures that have to survive on a hostile planet.

How did you incorporate practical effects alongside CGI for more realism?

There were a lot of practical explosions on set, and there was a concerted effort to film in real locations in Budapest rather than shooting over extensive blue-screen. We also opted for stunts with face-replacements over pure digi-doubles when possible.

How did you create the dynamic lighting effects on Pandora to enhance mood and atmosphere?

The biggest area where VFX affected the lighting/atmosphere was in Piss Wash… that was an opportunity to use lighting & piss-steam to obscure & art-direct different views. When the stunt Bandits were shot by 2nd unit, I asked for them to be back-lit as much as possible, and then we leaned-into that by making them even more silhouetted when comping into the steamy scenes.

What were the most complex sequences to create in terms of visual effects?

Anything in the final act where the spaceship crashes were incredibly challenging. Balancing action & storytelling there was complex just because of the huge environment & amount of BG action / characters. It was difficult in concept, choreography, FX, lighting, and basically anything else…

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

The final battle in Kroms Canyon was the only daytime set piece that was shot on stage & not outdoors in sunlight. Because of this, it had a different lighting feel than the rest of the movie… we had to enhance the set with depth & atmospheric things like steam, and come up with a VFX lighting scheme that was coherent with it. Ultimately, we settled on using indirect soft light in the canyon, and left the direct hard-light outside and above the canyon.

Ariana Greenblatt as Tiny Tina, Jamie Lee Curtis as Tannis, Cate Blanchett as Lilith, Edgar Ramírez as Atlas, Olivier Richters as Krom, Florian Munteanu as Krieg and Kevin Hart as Roland in Borderlands. Photo Credit: Courtesy of Lionsgate

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

I think all my fondest moments on the show were Claptrap related – that is where I think VFX carried the tone and feel of the game, and he just felt right from the start. As much as everything changed around him, Claptrap always made complete sense to me in the story… and he just made me laugh!

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

I think Claptrap was our biggest success – animating what is basically a box wasn’t easy, but it was an exercise in making the most of animation limitations.

How long have you worked on this show?

I worked from May 2021 to August 2023.

What’s the VFX shots count?

There were a little over 1500 shots… but I’m not sure what the final count was in the last edit.

What is your next project?

I’m in the middle of filming on a big project that I’m really excited about, but can’t talk about it yet!

A big thanks for your time.

WANT TO KNOW MORE?
DNEG: Dedicated page about Borderlands on DNEG website.
Framestore: Dedicated page about Borderlands on Framestore website.
ReDefine: Dedicated page about Borderlands on ReDefine website.

© Vincent Frei – The Art of VFX – 2024

Napoleon

Ridley Scott‘s Napoleon has just gotten bigger and better. The director’s cut adds 48 minutes of new footage that takes you deeper into the mind of the man who shaped Europe!

The VFX are made by:
MPC (VFX Supervisor: Luc-Ewen Martin-Fenouillet)
ILM (VFX Supervisor: Simone Coco)
BlueBolt (VFX Supervisor: Henry Badgett)
Outpost VFX (VFX Supervisor: Joseph DiValerio)
One of Us (VFX Supervisor: Victor Tomi)
Light VFX (VFX Supervisor: Antoine Moulineau)
In-house (VFX Supervisor: David Bowman)
PFX (VFX Supervisor: Javier Menéndez)
Ghost VFX
Freefolk

The Production VFX Supervisor is Charley Henley.
The Production VFX Producer is Sarah Tulloch.

Director: Ridley Scott
Release Date: November 22, 2023 (USA)

WATCH IT ON

© Vincent Frei – The Art of VFX – 2023

Knuckles: VFX Breakdown by Untold Studios

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From vibrant landscapes to intense action sequences, step into the visually stunning worlds created by Untold Studios for the Paramount+ series, Knuckles!

Click on the picture to watch the reel.

WANT TO KNOW MORE?
Untold Studios: Dedicated page about Knuckles on Untold Studios website.

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

Deadpool & Wolverine: The Visual Effects of Cassandra Nova’s Powers

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Dive into the mind-bending visual effects behind Deadpool & Wolverine! Discover how Framestore and ILM brought Cassandra Nova’s powers to life, with exclusive insights from VFX Supervisor Swen Gillberg. Don’t miss this stunning behind-the-scenes journey!

WANT TO KNOW MORE?
Framestore: Dedicated page about Deadpool & Wolverine on Framestore website.
ILM: Dedicated page about Deadpool & Wolverine on ILM website.
Swen Gillberg & Lisa Marra: Here’s my interview of Production VFX Supervisor Swen Gillberg and Production VFX Producer Lisa Marra.

© Vincent Frei – The Art of VFX – 2024

Harold and the Purple Crayon

Join Harold on an extraordinary journey, where a simple purple crayon brings to life anything he can dream of. Get a sneak peek into this enchanting tale with this Harold and the Purple Crayon preview!

The VFX are made by:
Rising Sun Pictures (VFX Supervisor: Marc Varisco)
FOLKS (VFX Supervisor: Laurent Spillemaecker)
Soho VFX (VFX Supervisor: Jorge Razon)
Opsis (VFX Supervisor: Justin Jones, Previz Supervisor: Tefft Smith)
Spin VFX (VFX Supervisor: Keith Adams)
Nexodus
Mammal Studios

2D Animation Company: Bent Image Labs

The Production VFX Supervisor is Matt Welford.
The Production VFX Producer is Kendrick Wallace.

Director: Carlos Saldanha
Release Date: August 2, 2024 (USA)

© Vincent Frei – The Art of VFX – 2024

The Boys – Season 4: VFX Breakdown by MPC

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The Season 4 of The Boys showcases the stunning work of MPC, where visual effects meet storytelling and Ambrosius, the spectacular octopus, is more than just a creature!

WANT TO KNOW MORE?
MPC: Dedicated page about The Boys – Season 4 on MPC website.
Stephan Fleet: Here’s my interview of Production VFX Supervisor Stephan Fleet.

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

Knuckles: VFX Breakdown by Outpost VFX

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Dive into the thrilling world of Knuckles on Paramount+, where the VFX team of Outpost VFX brings this iconic character to life in various action sequences!

WANT TO KNOW MORE?
Outpost VFX: Dedicated page about Knuckles on Outpost VFX website.

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

Deadpool & Wolverine: Swen Gillberg (Production VFX Supervisor) & Lisa Marra (Production VFX Producer)

Emma Corrin as Cassandra Nova in 20th Century Studios/Marvel Studios' DEADPOOL & WOLVERINE. Photo courtesy of 20th Century Studios/Marvel Studios. © 2024 20th Century Studios / © and ™ 2024 MARVEL.

For over 25 years, Swen Gillberg has been a key figure in the world of visual effects, working on blockbuster films like Furious 7, Avengers: Infinity War, Free Guy, and The Gray Man.

With over 18 years in visual effects, Lisa Marra has lent her skills to major films including Iron Man 3, Captain America: Civil War, Black Widow, and Thor: Love and Thunder.

What is your background?

Swen // With a background in structural engineering, I started my visual effects career at Digital Domain where I worked for more than two decades on feature films such as The Day After Tomorrow, Real Steel and Furious 7. As a freelance Visual Effects Supervisor, I worked on Avengers: Infinity War, Avengers: Endgame and Free Guy for which I was nominated for an Academy Award.

Lisa // In addition to Deadpool & Wolverine, I worked as VFX Producer with Taika Waititi on Thor: Love & Thunder, Cate Shortland on Black Widow and worked with the Russo Brothers on their four films at Marvel Studios. Prior to that, I was originally based out of Canada, working primarily onset as a Coordinator/Data Wrangler on films such as 300, Journey To The Center of The Earth, 2012 and Percy Jackson & The Lightning Thief.

What was your feeling to be back in the MCU?

Swen // Fantastic. Great to be back in the mix where there is support in telling great stories about these incredible characters.

Lisa // I’ve been incredibly fortunate to have worked in the MCU for the past 14 years. The way these movies – these worlds – are intertwined and woven together is always exciting to see and take part in. Deadpool & Wolverine was an extra special endeavor as it not only linked a new story with the MCU but also introduced the X-Men world with our two heroes.

How did you organize the work between you two?

Swen & Lisa // Visual Effects is unique in the world of film as no other department has two Heads of Department. We needed to work as a comprehensive unit; being a team of two acting as one. We attended all meetings together where we advised both on the creative and financial aspects of any/all required digital effects that would help support the story. Swen would lean toward the creative and Lisa, toward financial but we’d bounce everything off each other so we were always in lock step with the visual effects plan for the film.

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

Swen & Lisa // We considered many factors when choosing our vendors; skills and specialities, team make-up, capacity and budget. We divided the work by sequence and similar effects. For example; environments, CG characters and fx.

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

Swen & Lisa // We played an integral role on set and were key players in tying all departments together. Swen would advise how to shoot shots/scenes in order to get the best possible imagery and best plates for our vfx vendors to work with. Many factors need to be considered when deciding what to build vs what will be CG. Budgets, time and practicality are key considerations as well as the action and camera angles the Director and DP are after. Swen then worked with Ray Chan, our Production Designer and Ray’s Art Department to decide where the practical build would end and the CG begin. We worked hand in hand with other departments such as; Art Department, Costumes, Hair/Make up, Props, Set Dec, SFX, Camera, Lighting, Grips and Editorial. We would regularly meet with all departments individually to discuss our approach and confirm it was still the best plan as the script and story evolved.

Can you discuss the collaboration process between the VFX team and the director?

Swen & Lisa // We work incredibly close with the Director through all phases of production (pre-production, filming and post-production). Being one of the first departments on the project, we started working with Shawn early on to help visualize the script, working with of a very talented team of storyboard artists. While we were filming, in addition to advising onset, we would present Shawn with concepts, development items and previs that would help visualize where the story was going. This practice continued all the way through post. Shot production is an iterative process and through daily Director meetings, we would present Shawn with the shots as they developed, integrating his notes through to finaling the movie.

(L-R): Director Shawn Levy, Ryan Reynolds, and Hugh Jackman on the set of Marvel Studios’ DEADPOOL & WOLVERINE. Photo by Jay Maidment. © 2024 20th Century Studios / © and ™ 2024 MARVEL.

How were the fight sequences choreographed and enhanced with visual effects especially the impressive opening sequence?

Swen & Lisa // Because it was not only a fight scene but also the opening credits, a lot needed to be considered when designing the choreography such as timing, where the credits would be placed and how we would integrate them into the action. We first storyboarded the entire sequence and then went to shoot with an edit that was a mixture of stuntvis and previs. During filming, the 2nd Unit Director, George Cottle, shot additional gags in case they were needed as the credit list of approximately 30 names wouldn’t be finalized until well after principal wrapped.

Framestore, Base FX and Method Studios all played vital roles in the sequence. Method pitched the idea of the dancing Deadpool cards as well as provided guides for the text placement and animation. Framestore and Base FX took the shots to final, incorporating the text, adding in digital body parts, blood, debris, fx, environment enhancement, etc.

The sequence was shot in Black Park in London with practical SFX salt and foam snow. Other than atmosphere, falling snow and clean up, the environment was essentially all in-camera. In post, VFX added a number of different levels of blood, debris and gore. After some back and forth with Shawn and Ryan regarding just how much they wanted, we landed at the highest level which in the end heightened the sequence to a whole other level of fun.

8. What techniques were used to create the seamless oner action scenes?

Swen & Lisa // We storyboarded and prevised the sequence before our incredible stunt team took the blue print and really plussed it. Most of the hoard were practical stunt players that were reused in each section. Because it was shot over multiple days and we had a limited number of stunt players, we had to shoot it in parts. This meant the camera needed to be lined up precisely for each section so we could stitch it with the next. In order to get this ultimate precision, we opted to use a motion control rig to help blend 6 stitches. In post we added digital characters to fill in gaps or execute action the stunt players couldn’t perform. For example; Scottish Pool parkoring up the wall and landing on a broadsword. That being said, most of the base of the oner is practical.

After Editorial and Framestore assembled all the stitches, we went through a lengthy clean up process, cleaning up stunt rigs, wires, safety mats, etc. We then went through a detailed battle damage and blood & gore pass. At the end of the oner, both Deadpool and Wolverine are digital doubles when they crash out of the back of the bus. There are deep background set extensions in both directions including digital signs of life such as cars, people and trees. It really is an incredibly involved shot.

Can you explain the process of designing the environments in the Void?

Swen & Lisa // The original environment was based heavily off our Production Designer, Ray Chan’s concepts and the art department built a sizable set based on these concepts. VFX then went through a second design process. Working with the director and Ryan, we added additional elements/easter eggs that were personal to the filmmakers or callbacks to other MCU films. For example, in the background sand dunes you’ll see the Avengers’ Leviathan, Captain America 2’s Hellicarrier as well as the CN Tower, an iconic Toronto landmark (both Shawn and Ryan being Canadian, it only made sense that we see some Canadiana in the Void). On top of that we added drifting sand atmosphere and digital skies to help integrate our digital environment.

How did you achieve the atmospheric effects in the Void environment and for Alioth?

An innovative atmospheric technique that ILM developed for the snowy scenes was to balance the snow levels. For the assault scene at Casandra’s Lair we shot a lot of the snow in the assault scene practically. Sometimes there was too little snow and sometimes there was too much. Using a new technique, ILM were able to remove the practical snow and then digitally add back in the appropriate amount. Something that has not been possible in the past.

We effectively reused the Alioth asset ILM created for Loki Season 1, Episode 5. Because the asset was so large, ILM divided it into slices so they could simulate it across multiple processors. Sim times were about 1-4’ish hours per slice. For the close-up shots ILM used 1-3 separate slices to break up the sim times, on the further away shots up to 30 slices. Render time of these sims or imagery could sometimes take up to 60+ hours. Needless to say, the disk space foot print of this asset was substantial.

How did you ensure consistency in visual effects across different environments?

Swen & Lisa // That’s the fun of it. The environments are purposefully not consistent as we wanted the Void to be a strange place that changed radically throughout the movie. Our heroes go from the Wasteland, to Cassandra’s lair to a cliff top, a diner, a hilly terrain, from a cornfield into sunny sand dunes then into a snowy desert. The Void has it all!

In what ways were practical effects combined with CGI for a more authentic feel?

Swen & Lisa // The filmmakers wanted a grounded movie so we endeavored to shoot as much as possible outdoors, rather than on a blue screen stage, giving environments a more grounded feeling. There are CG elements and visual effects everywhere but starting with a solid base helps to give the overall film a realistic look. For example, we shot the cliff top on a very small, exterior set in a parking lot at Pinewood studios (in freezing temperatures) and even though 90% of the background is CG, having plates lit with real sunlight gave Raynault VFX a solid start to create an incredibly beautiful, realistic sequence.

What approach did you take to design and animate Cassandra’s psychic abilities, and what unexpected technical or creative challenges did you face in portraying her mind manipulation powers, especially in the most memorable scenes?

Swen & Lisa // The most challenging and rewarding scene was in the City Streets in the 3rd act when Cassandra puts her hand through Paradox’s face in a series of extreme close-up shots. This took many months of planning for both the shoot and the digital builds. We knew we needed an incredibly detailed digital version of Matthew McFadyen’s head as well as Emma Corrin’s hand. We used Clear Angle’s Dorothy scanning rig to collect pore level detail scans of our actors that we gave to Framestore, and over several months they created photorealistic, animatable 3D versions of Matthew and Emma. After shooting the scene with both actors and getting selected plates from Editorial, we did blocking/animation passes of her hand through his face that we would review with Shawn regularly. Framestore then completed final animation with complex creature passes that would show the movement of fine facial muscles along with the detail of Emma’s digital fingers imprinted through the skin of Mathews face.

We shot our actors together during principal photography and then again during additional photography where we picked up some more dialogue. This gave the filmmakers the option to choose different performances for each character. As a result, in multiple shots, we had to marry Emma’s performance from one plate with our digital double of Paradox emulating Matthew’s performance from another. This added a high degree of complexity to the integration work since the character’s performances were so heavily tied together.

How long have you worked on this show?

We started in November 2022.

What’s the VFX shots count?

2345 shots.

What is your next project?

Not sure yet. Just enjoying the summer!

A big thanks for your time.

WANT TO KNOW MORE?
Framestore: Dedicated page about Deadpool & Wolverine on Framestore website.
ILM: Dedicated page about Deadpool & Wolverine on ILM website.
Raynault VFX: Dedicated page about Deadpool & Wolverine on Raynault VFX website.
Weta FX: Dedicated page about Deadpool & Wolverine on Weta FX website.

© Vincent Frei – The Art of VFX – 2024

Sonic the Hedgehog 3

Sonic, Knuckles, and Tails are back, and they’re not alone. The Sonic the Hedgehog 3 trailer just dropped, revealing their next enemy—Shadow! Don’t miss the heart-pounding preview of this thrilling battle!

The VFX are made by:
ILM (VFX Supervisor: Will Reichelt)
Fin Design + Effects (VFX Supervisor: Roy Malhi)
Rising Sun Pictures
Untold Studios

The Production VFX Supervisor is Ged Wright.
The Production VFX Producer is Paul Molles.

Director: Jeff Fowler
Release Date: December 20, 2024 (USA)

© Vincent Frei – The Art of VFX – 2024

Kingdom of the Planet of the Apes: VFX Breakdown by Weta FX

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Watch Weta FX break down the process for Kingdom of the Planet of the Apes, showcasing the incredible journey from on-set filming to jaw-dropping final effects!

WANT TO KNOW MORE?
Weta FX: Dedicated page about Kingdom of the Planet of the Apes on Weta FX website.
Stephen Unterfranz (Unter) and Phillip Leonhardt: Here’s my interview of Stephen Unterfranz (Unter) and Phillip Leonhardt – (Sequence VFX Supervisors) – Weta FX.

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024