Loki – Season 2: Christopher Townsend – Production VFX Supervisor

In 2021, Christopher Townsend explained the visual effects work on Shang-Chi and the Legend of the Ten Rings. He’s back today to talk about the new season of Loki.

How did you get involved on this series?

I’d been a fan of the first season, so when the opportunity arose to work on the second of Loki, I was thrilled. It’s my first foray into streaming and long form storytelling, having previously exclusively worked in features, and it was refreshing to work in a medium where moments could breathe a little longer.

How was the collaboration with the showrunner and the directors?

Kevin Wright, Marvel Studios’ Executive Producer, and Aaron Moorhead and Justin Benson, the directors of four of the episodes and also EPs, were amazingly collaborative. We discussed, at length, what we wanted out of the new series, and Aaron and Justin had a clear vision for the look and style for the show.

What are the main changes they wanted to do after the first season?

Season One established a very clear visual style, and we were fortunate to have back many of the same crew, including Production Designer Kasra Faharani, who also directed one of the episodes. He brought a very specific visual language to the show, which we used in the second season too. However, we wanted to go a little grittier, more lofi, and use depth hazing and add an even more considered approach to the camera. We had a joke that we were Team No Glow, that we wanted to try and create more tangible effects without resorting to glowing things too much. At the outset, early in preproduction, we agreed that if we could do something practically, we should. That meant that the VFX work was used just for things that required it; everybody across the board brought their A game. If I had one word to describe the big difference between how we often work and Loki Season 2? Ceilings!

How did you organize the work your VFX Producer?

Allison Paul was the VFX Producer on both seasons, and her knowledge of everything Loki was indispensable. There were several companies that had worked on the first season and they brought that understanding to the second; we wanted to improve and enhance things where we could, but already having a shorthand was really useful. We broke the scripts down, episode by episode, organizing similar types of work as much as we could. Having six episodes, with six different final delivery dates, made things a little more complicated but ultimately worked out really well.

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

We chose VFX vendors according to the work, both in terms of type (animation, heavy FX, environment, conceptual etc) and volume of shots. Playing to a vendor’s strengths is often the best approach, but sometimes asking somebody to do something new for them elicits exciting solutions and gets the creative juices flowing.

Can you elaborates about the creation and the destruction of the TVA?

We see various parts of the TVA and earth destroyed as timelines are pruned. Using the same general motif of strands of time as used elsewhere in the show (timelines, weaving threads in the Loom, the stringy aspect of Time Slipping etc), and theoretically what happens if you were to be sucked into a black hole, we created what we called Spaghettification. CG models of objects and characters were created, then extruded into tangible, physical strands, rendered as their source colors and textures. Framestore established the look and did most of the Spaghettification effects seen throughout the show, and Trixter spaghettified Timely.

This new season is taking us back in time, Can you explain in detail about the design and creation of the Chicago sequences?

On the backlot at Pinewood Studios in London, the Art Department beautifully recreated a large portion of the Midway, the concourse flanked by various country’s buildings in the 1893 Chicago World’s Fair, and a single SFX gimballed carriage for the world’s first Ferris Wheel. Industrial Light and Magic then extended the set into an expansive environment, adding in more crowds, both photographed and digital, and completed the wheel into its imposing form. They created a full nighttime CG version of the white city portion of the Fair, with is splendid white buildings surrounding waterways, as seen from the top of the wheel. We see it again in a different view from a steamship, itself based on a small set piece which ILM extended, as we look across Lake Michigan.

How did you create and animate the time disappearance & time sliding effects?

Time Slipping, which Framestore undertook, was an effect we had a lot of fun creating. We concepted many different looks before finally ending up with the dramatic effect seen. Once the hero performance take was done, we’d have all the other actors step off set, we’d bring out a small green screen, repeat the camera action and have Tom Hiddleston give us a variety of different actions that we could use as interstitial poses; I asked him to give us a range of slow, aggressive, swirling, reaching, painful, stoic and fast actions, and once we had all the pieces, we shot a clean background plate, without Tom. With all of those different passes, Editorial would create a cut showing the intended pacing of the moment, and VFX then selected individual bits from the different passes, and slap comp them together. Once Editorial was happy with the selects, we tracked the poses and created 3D versions of them. We simulated a gooey, stretchy, taffy like connection between the actions, rendered it out with appropriate colors and textures for skin, clothing and hair, then carefully comped it together. Once we were happy with that stage, we hand painted an added layer of gruesomeness and gore in select places to make the effect feel even more painful and shocking. It was a great collaboration of brilliant and committed performances from Tom, and our VFX team who tackled the challenge with artistic sensitivity and finesse; everyone knew what was required and we all knew where we were aiming.

What kind of references and influences did you receive for these effects?

With the initial brief of slipping through time, we cast a wide net, looking for inspiration for the aesthetics and desired emotional impact. We looked at everything from long and multiple exposure photography, cubist paintings and portraits by Francis Bacon, before finally settling on an amalgamation of many different things. We wanted it to still have a stringy component, as it was all connected to time, which we generally visualized as threads. The directors wanted it to feel very physical and have an element of horror gore, so we suggested a stretchy, taffy like stringy effect connecting the various moments.

How did you create the time core environment and its time branches?

Trixter created the Temporal Core Environment, where we see the galactic Loom weaving time together. The massive scale of the Loom, its importance within the entire season, and the narrative storytelling of what it’s actually doing, told through animation and multiple different stages of increasing overload, was a huge challenge. Based on loose sketches from Marvel’s visual development department, and on initial story ideas in the script, Trixter’s concept department started presenting mood boards, and first ideas of what the Loom could be, how large it was and the mechanics of its actions. The look of the timelines, now more rainbow colored and more tangible and physical than the blue and purple glowier ones that Trixter created in Season 1, also had to be completely reimagined. And figuring out a way to get from that first season look to this, within the same frame, while making total narrative sense, was also a challenge, Over several months, those ideas were refined until we had the looks of the various stages. The Loom itself was modeled and textured to show is vast scale, the timelines were animated and simulated, flowing, backing up, weaving, all the while telling the story of impending doom. Filling the space with increasingly powerful solar winds and prismatic flares, helped to describe the volume and show the physical danger, but finding the right looks of those elements, took a long journey. In the first and last episodes, we see what effect the environment has, as it shreds (almost entirely CG) character’s oversized suits in a dramatic fashion. Set against the infinite exterior wall of the TVA building, with temporal probes and a delicate gangway, the world had to be both beautiful and ominous, and work throughout the series in many guises.

Can you elaborate about the design and creation of the impressive God Loki final sequence?

We prevised the entire sequence, working with the directors to create the right pacing and shot design, then presented the piece to Tom Hiddleston. Everyone was hopeful that we could both pull it off, as it was huge and operatic in scale, but also that the audience would feel that such a surreal and stylized sequence was earned by this point in the series, and on Loki’s journey in the MCU. Unusually on this show, we shot on a bluescreen set, with stairs and wind machines and our actor miming grabbing at strands; that performance, and the intensity of the acting, really helped to sell the drama of the moment. Framestore then took Trixter’s original environment, and recreated the Loom in order to blast it apart. They reimagined what dying timelines would look like, and then how they could be reinvigorated with Loki’s magic; we wanted things to remain tangible, but to imply a never ending level of detail and scale, as each strand represented a whole branch of time. Framestore referenced the first series’ green portals to take us into the He Who Remains’ Citadel world, where Loki, almost Atlas-like, drags time itself up the stairs, and as the gold from the veins in the black rock seeps upwards, it gilds his throne. Filling the space with pockets of fog, helped to create the theatrical drama we were after.

Which sequence or shot was the most challenging?

One of the final shots, revealing Loki at the heart of a galactic Yggdrasil tree formation, was probably our most challenging. Framestore created the long, powers of ten shot, with complex simulations weaving together timelines as we race out, and rendering the multiple layers became a challenge in its own right. However, creatively finding just the right balance of delicate simulations of the blossoming blue and purple timeline ‘foliage’, set against the green boughs of the tree, the galactic cloud formation and camera move to show parallax and scale, and the definition of the circular motif that leans in to Norse mythology, those were the real challenges to create what is hopefully a beautiful and iconic image in the MCU.

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

In so many ways, this was a dream project. Brilliant collaboration throughout, and being part of something we knew we were all going to be proud of, makes the job a lot easier. However, there’s always things that you wonder going in, how are we going to do that? But that’s what keeps things interesting!

What is your favorite shot or sequence?

I love the show and am proud of all of it. Other than what we’ve discussed above, I really liked what Rising Sun Pictures did with Miss Minutes, adding new subtleties to her performance, and what FuseFX did with the trash compactor style Gizmo, based on Time Door technology and their seamless recreation of the McDonalds exterior environment. But, my favorite sequence is probably the spaghettification of the record store with Sylvie, in episode five. It was very carefully prevised by Framestore’s inhouse team, and shot exactly to that; Framestore then artfully eviscerated the world and Lyle, the store owner. It was a wonderful blend of production design, camera, lighting, performance, music and VFX.

What is your best memory on this show?

We had a great team so getting a chance to create beautiful images with such a talented group of people across the world is an amazing privilege. Allison Paul and Harrison Goldstein led our production team and Sandra Balej was our additional VFX Supervisor and did a lot of the creative heavy lifting. Our shooting crew in London, with onset Supervisor Marcus Dryden and Lead Wrangler Taskin Kenan heading up the teams, and Steffen Hagen and Erin Laurence Production Managing, helped ensure that we got everything we needed, and all our VFX vendors brought a passion and artistry to the project that can be seen on screen.

How long have you worked on this show?

Nearly two years.

What’s the VFX shots count?

1210 shots, created by 7 different companies : Framestore, Trixter, Industrial Light and Magic, Rising Sun Pictures, FuseFX, Cantina Creative and Lola VFX.

What is your next project?

The various strikes have had a massive impact on the entire industry, a things have been pushed around quite a bit, so things are still being discussed.

A big thanks for your time.

WANT TO KNOW MORE?
Framestore: Dedicated page about Loki – Season 2 on Framestore website
ILM: Dedicated page about Loki – Season 2 on ILM website.
Trixter: Dedicated page about Loki – Season 2 on Trixter website.
Loki: You can watch Loki on Disney+.

© Vincent Frei – The Art of VFX – 2023

The Killer: VFX Breakdown by Artemple Hollywood

Let’s discover the seamless work (especially on the opening Paris sequence) made by the teams of Artemple Hollywood on The Killer, the new movie by David Fincher:

© Vincent Frei – The Art of VFX – 2023

Monarch: Legacy of Monsters

Let’s enjoy Godzilla in all its glory in this clip from the third episode of Monarch: Legacy of Monsters!

The VFX are made by:
Rodeo FX (VFX Supervisors: Pier Lefebvre, Khalid Almeerani
Framestore (VFX Supervisor: Arek Komorowski
Weta FX (VFX Supervisors: Kevin Smith, Ben Roberts
Outpost VFX (Robin Lamontagne, Richard Clegg
Distillery VFX (VFX Supervisor: Jon Mitchell
Rising Sun Pictures (VFX Supervisor: Mark Varisco
Crafty Apes VFX (VFX Supervisor: Aleksandra Sienkiewicz
FuseFX (VFX Supervisor: Marshall Krasser
Storm Studios (VFX Supervisor: Espen Nordahl
BOT VFX (VFX Supervisor: Sean Pollack
MPC (VFX Supervisor: David Crawford
Vitality VFX
Mr Wolf

Previz/postviz:
The Third Floor (Supervisor: Jourdan Biziou

Postviz:
Proof (Supervisor: David Allen) 

The Production VFX Supervisor is Sean Konrad.
The Production VFX Producer is Jessica Smith.

Directors: Mairzee Almas, Andy Goddard, Julian Holmes, Hiromi Kamata, Matt Shakman
Release Date: November 17. 2023 (Apple TV+)

© Vincent Frei – The Art of VFX – 2023

The Killer: VFX Breakdown by Wylie Co.

Don’t miss this VFX Breakdown featuring the impressive invisible work (which we really wouldn’t have guessed) made by the teams of Wylie Co on the David Fincher latest movie, The Killer:

© Vincent Frei – The Art of VFX – 2023

Poor Things

Get ready for an incredible tale with Poor Things:

The VFX are made by:
Union VFX (VFX Supervisor: Simon Hughes)

Director: Yorgos Lanthimos
Release Date: December 8, 2023 (USA)

© Vincent Frei – The Art of VFX – 2023

The Family Plan

Here’s a featurette about the Apple TV+ action comedy movie, The Family Plan:

The VFX are made by:
Cinesite (VFX Supervisor: Ben White)
Weta FX
Trixter (VFX Supervisor: Jörn Großhans)
Host VFX
Outpost VFX
NVIZ
Viridian FX
Milk VFX (VFX Supervisor: Fernando Tortosa)

The Production VFX Supervisor is Justin Ball.
The Production VFX Producer is Lisa Kelly.

Director: Simon Cellan Jones
Release Date: December 15, 2023 (Apple TV+)

© Vincent Frei – The Art of VFX – 2023

Boat Story: VFX Breakdown by Vine FX

Let’s discover the variety of the work from creature to environment made by the teams of the Cambridge-based studio Vine FX on the series, Boat Story:

© Vincent Frei – The Art of VFX – 2023

Foundation – Season 2: Laureline Silan – VFX Supervisor – Framestore

Laureline Silan has over 15 years’ experience in visual effects. She has worked in a number of studios including Mikros Image (now MPC), Nozon, Cinesite and Framestore. She has worked on projects such as The Predator, Murder Mystery, Army of the Dead and Fantastic Beasts: The Secrets of Dumbledore.

What is your background?

I studied Multimedia in Belgium and specialised in Compositing. Since graduating I have worked on feature films, commercials, episodic projects and feature animation. My projects for Framestore include the VES and Annie-nominated Flora and Ulysses for Disney+, Fantastic Beasts: The Secrets Of Dumbledore and, most recently, Foundation s2 for Apple TV+. Having had the chance to work across all these forms has greatly broadened my approach to a project.

How did you and Framestore get involved on this show?

I was already interested in the series, because Foundation was considered a complex adaptation. Additionally, the quality of the imagery and the modernization of the content was quite alluring. When the project was presented to me, I jumped at the opportunity. The final assignment was confirmed right before Christmas 2021, and I joked that it was the best gift I could have hoped for.

What was your feeling to enter into this science fiction series?

I was very excited. We had a large scope of work, presenting several technical and creative challenges. The concept art was beautiful and the story powerful. We were preparing to work with almost every department in Framestore and that made it all the more complete.

How was the collaboration with VFX Supervisor Chris MacLean?

It is always great to work with someone who is ambitious about what visual effects can contribute to the story. Quite quickly, it became clear that he knew where he wanted to go, he had worked concepts and extensive previs with our FPS team (Framestore Pre-Production Services). He also gave us room to be creative partners and bring ideas to the table. We did a lot of vis dev to present our creatures, environment and FX work.

What are the sequences made by Framestore?

We worked on nine episodes, all of them with a completely different scope of work. We started with Beki, the Bishops Claw, the asset has been passed from season 1 but required a significant rebuild. Beki was originally conceived for a very limited appearance, but in season 2 we were tasked with making her a full character. From there we moved on to build the Stone Eaters together with the desert and cave in Oona’s world. Aside from the creature and environment development, this also required a vast FX research, regarding sand dynamics and weight reaction.

The next step was to conceive a herd of Moonshrikes, with both hero and crowd variations as well as the environment for Helicon. Additionally we worked in a few holograms and sandograms and background effects for episode 8 and 10.

The final stage of our involvement in season 2 was the space battle near Terminus, with the intricate ship and camera animation to portray the scale and synchronicity of the FX-led explosion chain in episode 10.

Can you elaborate about the design and creation of the Moonshrikes creatures?

The original concept came courtesy of Framestore’s Art Department in London, and we kept their model as a base. The client wanted them to have a skin resembling that of an elephant with a stiff feel to it. To make it believable, we designed a dry skin, almost burnt by the sun. Our aim was to make sure we could easily create variants from it, for crowd diversity. If you look at our asset in detail, you can see several layers of discoloration, dirt, sand residue, burns and areas damaged by friction. The red crest is the aerodynamic system of the Moonshrike. It’s a triple piece of skin with spikes embedded in it. The spikes were built in modelling like little bones growing inside of the skin. The mouth and the front arms were not an easy part to deal with. The mouth has a double jaw: it’s a mouth inside of a mouth with a large spiky tongue inside and the eyes are on the lower jaw. We put a lot of thought and research into parts of the asset that are barely visible, because of the nature of the scenes and crowd work.

How did you handle their wings animations?

Aside from the complexity of their anatomy we had to think about how these creatures would move. The arms while running and flying were a significant part of the challenge. By design, the Moonshrikes should resemble a herd of prairie herbivores with the particularity that they would fly off planet into a moon for grazing. The challenge arose when analyzing their anatomy and subsequent animation. We turned to nature for examples of buffalo run cycles and for bats’ wing deployment. Now that we had those two very different references, we had to devise a way to make them work seamlessly.

Additionally, our client preferred to limit the visibility of the wings while the Moonshrikes were running. They wanted to keep it as a surprise for when the wings expanded. Our teams in rigging and animation worked out a fluid way to transition from the running to the flying state which accommodated both the technical and creative challenges.

Can you tell us more about the creatures’ interaction on set with the actors?

Now that we had the herd, we moved on to figuring out the way in which we would bring them into the filmed plates. The actors had been filmed in a desert which provided a great reference for the environment but little in terms of light and dust interaction and variation. To achieve these scenes, we did a body track of the actor, rendered light interaction and occlusion as a starting point for compositing. We then tweaked the plates’ grading to give us a sense of the galloping Moonshrikes and the dust lifted by the herd.

How did you manage the crowd shots with the creatures?

We divided the work up between several hero agents, all of which were subject to several iterations of animation cycle development. We put the creatures in situations where they would have to run, turn, avoid, tilt to the left and right. Once we were satisfied with the individual cycles, we put them in a crowd. The original result was quite chaotic which led us to further refining. Looking at real-world references of herd stampedes, we saw that our original result was accurate for other animals but not for buffaloes. A distinctive quality of these animals is that they all move in the same direction, without being disturbed by others. We tried a full simulation with parameters to have the agents react in a non-disruptive way. The visual result was quite monotonous. So we decided to have a creative compromise, we mixed the appropriate buffalo behaviour in the center of the crowd, but included a few disruptive agents towards the margins.

Can you elaborate about the design and creation of the robotic giant spiders?

The original concept was done by Framestore’s Art Department in London and FPS took care of doing motion studies for how they would walk. The Stone Eaters were abandoned extraction machines, programmed in Season 2 to take down any kind of human activity on the planet. They are massive 200-meter-high artifacts, composed of large to minute pieces found in any kind of machinery. To make sure the scale was perceived adequately, we had to question how far we needed to go when it came to the details. We did extreme close up takes to ensure that no matter how close we got, we could always find the correct level of detail. We needed to dig deeper into the concept of the carapace. We also checked online to see what the biggest machines ever built in the world were. Our client provided some reference of the kind of mechanics they expected to see. They wanted each piece to have a purpose; even if it wasn’t included in the rig, it needed to make sense. We conducted extensive research on how the different mechanisms would have been conceived and how they would embed into each other.

How did you handle the weight and scale for the spiders?

The Bagger 293 – a giant, 96-metre excavator – became one of our favourite references. Not directly linked to the shape of our Stone Eater, but if you look at the pictures, you basically have the same type of scale we were dealing with as compared to humans. This gave us an indication of the relation to detail . For instance, at this scale, a big bolt would be almost imperceptible. Of course, we didn’t model each piece separately, it would have been too heavy to render. Modelling took care of the main pieces and mechanisms: legs, pistons, ball joints, cables, pipes, extrusion in the main pieces to design the rounded shapes, eyes and laser mechanisms, etc. In the meantime, our MTL vis dev team were focusing on designing secondary details that could be handled either in modelling or texture. As a third modelling pass, we added greebles to almost every part. Very small, light details to give extra shape and scale.

Our talented texture artists created a procedural detailed texture to cover the body and most of the bigger pieces. The differentiation was achieved by utilizing separate mapping for each type of piece. Part of selling the scale was also in the little details in the texture, like scratches, damage, discoloration, because those machines were abandoned in a cave for a very long time. The last -but not least! – pass was done by FX. The FX department literally sprayed sand over the creatures and we baked the result in the model. For ease of iteration, animation worked with a lighter model and rig, which was then swapped to the full version for lighting. Due to the optimization work that was done during the asset development, we were able to easily render it and include a lot of significant interaction with all the FX work that was required on the sequence.

What was the main challenges with the various creatures?

Knowing when to stop. There was so much space for creativity and elaboration that we could have continued on all the details for months. The reality of episodic production schedules pushed us to focus on what was really important and relevant. For each of our creatures we had a unique challenge.

Beki had to achieve compassion and attachment from the viewers as well as being perceived as a threat. We focused on highly detailed and colourful texture variation as well as her animation. The Stone Eaters had to feel massive and believable. The key was in adding details to the proper scale. The Moonshrikes had to feel like a cohesive crowd while still having individual variation in the stampede that would eventually lead to them flying off world.

Can you elaborate about the environments work?

We were tasked with a vast array of environments: Helicon Canyon for the stampede, Terminus for the space battle, Siwenna seen from space and finally Oona as seen from space, descending into the planet to the wide desert landscape containing the Monument of Industry, and finally the descent into the cave.

Which location was the most complicate to create?

The biggest was of course Oona’s world and the Monument of Industry. Designing an endless dune was a feat of technical and artistic collaboration. You can very quickly have an image that feels unflattering or moves into the wrong scale. Inside this vast world, we had to develop the caves that would contain the abandoned Stone Eaters. We researched rock and mineral formations that were likely to be found in desert conditions to make it all cohesive. We also had to include the Monument of Industry, with detailed carving in rock to be perceived both from a wide distance and extreme close ups. Our FX department was also involved in the sand dynamic reaction to the Stone Eaters. We ran simulations to find the proper dynamic between fluidity and resistance. We needed to have a firmness that would allow the heavy machinery to move while keeping the possibility of digging through.

Can you explain in detail about your work on the space battle?

We worked on asset and shot level builds. We created the Imperial Fighter, enhanced the Terminus planet for render quality and light volumetric interaction with clouds. We then moved on to the choreography. Animation took over the work provided by FPS and brought together the dynamics and focus for cameras, ships, and explosions timing. Once we were locked on this, we moved on to FX and lookdev for Weapon of Destiny, with its beam of light and sun arcs. This led to the victory of Destiny over Invictus.

In the following episode we continued the consequences of the space battle with the jump in-jump out of the Aegis ships as well as the chain of explosions, and the final explosion of the Destiny ship.

Which shot or sequence was the most challenging?

The scope and quality of the work we had to achieve in a limited timeline. We had two organic creatures, one huge piece of hard surface machinery, and several environments, accompanied by complex camera animations, crowd and FX simulations.

What is your favorite shot or sequence?

With such a wide array of work, it is hard to choose but if I have to pick only one it would be Beki drinking water in episode 2. I love the creature work and story in that specific shot. This is a very simple daily moment that reveals much about Beki and Brother Constant. Looking closely into Beki, you can sense every muscle involved in her drinking, what she is looking at, the light brings out the high amount of detail in her skin. Beki truly feels alive and connected to Constant.

What is your best memory on this show?

The team surrounding me. They were all involved and motivated. They had tons of ideas and they all wanted to be an active part of the project. It is motivating and it makes you want to always push further, make them proud of their contribution and the result that goes with it.

How long have you worked on this show?

I spent a bit over a year on the show. I took over from FPS and the Art Department. I started with reference work from season 1, sci-fi shows, sci-fi books from the ‘50s, work of well known sci-fi concept artists, different biology and zoology books. Then moved on to the main work once the team was ready to join.

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

I grew up in a literature-oriented household. It was during my teens that I discovered cinema as an art form. I watched hundreds of movies all at once. I had catching up to do. It’s the entire film history of the 20th Century that made me want to work in the industry.

A big thanks for your time.

WANT TO KNOW MORE?
Chris MacLean: Here’s my interview of Production VFX Supervisor Chris MacLean.
Framestore: Dedicated page about Foundation – Season 2 on Framestore website.

© Vincent Frei – The Art of VFX – 2023

The Wheel of Time – Season 2: VFX Breakdown by beloFX

Let’s have a look at the magical effects and environments work made by the teams of beloFX on the second season of the Amazon Studios fantasy series, The Wheel of Time:

WANT TO KNOW MORE?
beloFX: Dedicated page about The Wheel of Time – Season 2 on beloFX website.

© Vincent Frei – The Art of VFX – 2023

Expend4bles: VFX Breakdown by Worldwide FX

Let’s have a look at the action-packed work made by the teams of Worldwide FX on Expend4bles!

WANT TO KNOW MORE?
Worldwide FX: Dedicated page about Expend4bles on Worldwide FX website.

© Vincent Frei – The Art of VFX – 2023