Godzilla x Kong – The New Empire: Kevin Smith (Overall VFX Supervisor) and Ludovic Chailloleau (Animation Supervisor) – Weta FX

Kevin Smith shared details about Weta FX‘s work on Godzilla vs Kong in 2021, before embarking on endeavors like Mr. Corman, The Flash, and Monarch: Legacy of Monsters.

In 2006, Ludovic Chailloleau kicked off his visual effects career at BUF, where he worked on the film Arthur and the Invisibles. Following this, he made stops at Framestore before ultimately joining Weta FX in 2013. His expertise contributed to the animation of notable films including The Jungle Book, Alita: Battle Angel, Lady and the Tramp, and Doctor Strange in the Multiverse of Madness.

What is your background?

Kevin Smith (KS) // I’ve been a VFX Supervisor for about 14 years and before that I did mostly lighting and look development but I’ve been around long enough to consider myself a generalist.

Ludovic Chailloleau (LC) // Drawing brought me to animation and French Art schools. I started working in the VFX industry as a generalist 20 years ago, then moved into animation to fully dedicate myself to my passion for storytelling.

How did you and Weta get involved on this show?

KS // I was the VFX supe on Weta’s previous work on Godzilla vs. Kong so this was kind of just a continuation of that work.

LC // Monsters and Kaiju are really great fun, nothing is big enough for animators!

What was your feeling to be back into the MonsterVerse?

KS // I find these films fun and the clients are great so it’s a pretty good experience.

LC // The MonsterVerse offers some great action, but this movie was offering a good section of pure performance bits between the main protagonists. To be able to express emotions without using language is something I really embraced. I did treat this as a silent movie. In the past, I had a great time working on the Apes trilogy and thought I could bring that experience to help build these characters and moments.

How was the collaboration with director Adam Wingard and VFX Supervisor Alessandro Ongaro?

KS // I have a good relationship with Adam from when I worked on Godzilla vs Kong and I had a great time working with Alessandro. I find both of them to be very collaborative and they were always happy to have Weta help them with the creative heavy lifting.

LC // Adam had a great energy making this movie and Alessandro was really good at passing it over to us. Feeling this motivation was a driving force to push us to pitch extra ideas to help serve Adam’s vision in the best way. This collaboration was surely one of the most efficient I have experienced, mainly because it was full of fun and passion.

What are the sequences made by Weta FX?

KS // We worked on the sequence where Kong meets Suko, and when they are in the lake environment where Kong fights the lake monster. We also did the scene where Kong and Suko eat, as well as when they go to Skar King’s lair and the Kong / Skar King / Shimo fight – that was a fun one. A few other key sequences include when Skar King’s war party goes to the Iwi village, when the pyramids collide, and the zero gravity fight.

What was the key inspiration behind the creation of King Kong and the other giant creatures?

KS // Kong and Godzilla are based on the previous movies, and the new characters – Suko, Skar King, Shimo, One Eye, and the great apes – are all based on client art and direction from them.

LC // Before starting the motion production, it was crucial to develop a basic character profile for each protagonist. Something to define them and to encapsulate the way they would move. We started by looking at their design specificities (Kong is older and suffers from a full life of solitude, Suko is an outcast, Shimo lives as a slave under constant pain and constraints, etc.)

Could you walk us through the creative process behind bringing Kong and the other giant creatures to life, particularly focusing on the challenges of animating these iconic creatures?

LC // The creative process was constant through the production. Each shot had its main story and my focus was to serve it in the way that each character would do it, using their own specificities. Once I figured out each character’s behavior, I started to think about a language for each of them, very specific, in their body language, using their design to underline their personality and temperament. Kong has many primate references, but this movie is the first time we see him interacting with other titans.

We had to oversee more than 30 minutes of full CG characters. The main challenge is that you must bring the director’s vision to life and drive the character’s performances for him. So, to help this, after our initial tests, we worked with motion capture performers here at Weta FX – Allan Henry as Kong and Skar King, and Luke Hawker as Suko. The idea was to be able to sustain a constant unity in their body language, driven by each of their characters as defined earlier. Allan and Luke are great actors and have great physicality and emotional expression. Allan already had previous experience with Kong, and Adam was always clear on what he wanted to put in frame. So we started that way as a base before handing over the whole work to the motion department. Then the fun begins when you have to deal with different scale, speed, physics and timing!

What were some of the key visual inspirations or references that influenced the design and animation of Kong and the other giant creatures?

LC // Kong is a brute force, he mostly resolves problems relying on his strength, confronting his problems. So, we tackled his performances with that straight look, squared, symmetrical. A bit like Superman, in a sense. Most of his facial work was based on symmetrical expressions, mostly using his brows, not so much his lips, because of a habit of living alone without any social interactions.

The way we defined Skar King was the opposite. He is agile, the way he moves is sneakier, asymmetrical. We took some inspiration from gibbons for a few shots. He is always thinking ahead, cutting the way from behind. His facial performance is based on this, more expressive than Kong, looking from the side, more in economy of energy – slack but precise.

With advancements in CGI technology since the last installment, how did the animation team approach ensuring that these creatures appeared more realistic and expressive than ever before?

LC // We always give our best! For the new installment, it was important to have emotion being expressed through the eyes. We closely worked with Lighting on each sequence to establish the right angle and facial expression, for the light incidence to be effective and expressive.

Given the scale and magnitude of the battles between these colossal creatures, what were some of the technical considerations in animating their movements and interactions within the environments?

LC // One of my very first questions to Adam when we started was to query his vision for all camera language. Do we use long lenses? Will the camera be on the ground looking up? Will there be huge crane moves or helicopters to cover their performances?

His answer was simply no, once we are down in Hollow Earth with them, they are not monsters anymore. We are with them as characters with our classic way to cover actors’ performances. That was clear and did make a lot of sense! From that point we just did our best to keep them “big” in screen, but not “too slow.”

Can you discuss any specific techniques or innovations employed in the animation process to convey the emotions and personalities of Kong and the other creatures, particularly during their intense confrontations?

LC // The main challenge was to define the choreography before shooting so we could gather with the team and find the best way to break it down, bit by bit. Once we passed that step we had to figure out the scale difference between them. In term of facial performance, we went through all the work in key frame with our Facial department.

Can you elaborate on the process of designing the facial expressions for Kong and the other giant creatures?

LC // There are obviously a lot of experienced model artists who are able to really push the emotion in all facial expressions. We usually start from reference of something we like or client art that we’ve used as a base before, to extrapolate from.

We also had both Allan and Luke’s performance references to help with emotion and timing. Then, using these references, we established a workflow with the team to keyframe all shots as blocking to really ensure we had the idea of the shot before diving deep into it.

How did the team approach blending the iconic characteristics of Kong with modern motion capture technology?

LC // Some shots required special attention, like the one in the trailer where both Godzilla and Kong are running side by side together. For that one, Toho was deeply involved in the development of that special motion. We worked with them closely to maintain key features and avoid others.

What challenges did you face in bringing the animations of Kong and the other giant creatures?

LC // The key was to figure out the scale and speed of all creatures in a given shot. Shimo required some special treatment.

Could you explain the role of motion capture in capturing the nuanced facial movements of these colossal creatures?

LC // All the facial work has been keyframed based on actors and diverse reference, in relation to their size. These big creatures can’t really move a lot or with fast velocity. In that aspect, the intentions were always clearer when using a simple expressive pose with strong emotion in the eyes.

Were there any specific techniques or technologies employed to enhance the realism of the facial animations?

LC // For a few specific shots, we utilized technology from other projects, mainly to bring an extra layer of mass and detail into our facial movements.

Were there any particular scenes that posed significant challenges for animating Kong and the other creatures?

LC // The zero gravity sequence with both pyramids colliding on each other was a bit more challenging, in terms of motion and staging. Imagine the pitch: Gigantic titans are floating and fighting in a zero gravity environment full of floating rocks… We tried to really use that setup to enhance the characters’ behavior: Kong and Shimo take time to adapt but Godzilla is in its environment and moves from rocks to rocks like he would do under water.

What insights from animal behavior were integrated into the animations?

LC // A lot! All examples are in nature. We did gather a fair amount of reference for our work – mainly primate-like spider monkeys, gibbons or even orangutans for Skar King, baby gorillas for Suko. For Shimo, we used all sorts of feline and big cat reference, to really contrast with Godzilla.

Can you elaborate about the various fight choreography?

LC // I always loved choreography, it is the apex of storytelling with momentum ingested! We started first with a clear discussion to define what action would make sense for each shot, trying to keep a flow going across all shots in the cut. Then we broke down the staging with Allan and Luke, thinking about the flow of actions. Once capture was ingested, the camera and the story beats were the most important keystone.

Which creature was the most complicate to animate?

LC // Of all the titans, Shimo was the most challenging. Not saying that she was hard to work on, but unlike the other titans she is mainly a quadruped, which means that she is fully key framed. But we did not want her to be just a dog, so we tried different selections using bits of felines, bits of snakes, bits of cats… This did help us to drive a discussion with Adam in regard to her proportion design, dictated by her biomechanics. This is a key protagonist, so we had to develop her personality to establish a proper character and give her some space on the screen among the others. Apart from that, when you see the amount of crystals she has on her back, the most challenging part for us was to find a way for Skar King to be able to ride her and stand on her back.

Can you walk us through the inspiration behind the creation of Hollow Earth’s various zones, such as the lush forests, molten lava regions, serene lakes, and crystal pyramids?

KS // We got concept art and reference from the clients and used that as a jumping off point for development. There was a lot of reference from Iceland that the clients were quite fond of, which informed a lot of the decisions we made for environment builds. Of course, it’s still Hollow Earth, so it’s not really like Iceland but we used a lot of color and shape details from the reference in our builds.

Hollow Earth offers a rich variety of environments, from the tranquil beauty of its lakes to the perilous landscapes of molten lava. How did you approach the challenge of scale and lighting?

KS // We applied everything we learned on Godzilla vs. Kong. Don’t scale the trees up because it has the opposite effect of what you want – it just makes the monsters seem smaller. And you only need to establish a source of light one time at the beginning of the movie and once you do that, if the lighting feels ‘outside’ and you keep the light source offscreen, no one will ask the obvious “where does the light come from?” question.

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

KS // I enjoyed that we got to do big monsters fighting, while at the same time getting to essentially make a silent movie and tell the story of Kong and Suko’s friendship. Big monsters fighting is one thing, but big monsters acting is next level.

LC // I really like the first time Kong meets Suko. Having the opportunity to feature big monsters not necessarily for a fight, but just for a simple emotional connection using pure performance, was quite satisfying and pleasant!

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

KS // Since a lot of what we did is kind of riffing off established Monsterverse IP, personally I’m very proud of how the Shimo character came out. She’s an interesting character and the crystal spine, iridescent skin, and freeze breath were quite challenging from a look dev perspective – I think she looks amazing.

LC // Suko’s character has something simple and endearing. He forms a good pair with Kong and their bond is quite communicative.

Which sequence or shot was the most challenging?

KS // We didn’t really have any one particular part that stood out. The level of difficulty was fairly uniform across all our sequences.

LC // Kong eating with Suko was challenging from a facial motion aspect, but not especially difficult.

Was there something specific that gave you some really short nights?

KS // Only the deadline!

LC // Nothing, I am a good sleeper!

What is your favorite shot or sequence?

KS // I love the misty, mysterious look of the environment when Kong meets Suko, as well as when we first see Shimo really starting to charge up to attack Kong.

LC // I like when Kong meets Suko for the first time, as well as when Kong meeting Skar King for t he first time. Especially that arm drag on the ground that Skar King does the first time he is walks out of his throne room and and looks down at Kong.

Tricky question, are you team Godzilla or King Kong?

KS // Kong and Suko are really the heart and soul of this movie so I’ll have to say Team Kong on this one.

LC // That’s a hard one, the motion team is split into two camps! But I personally enjoy the human vibe of Kong and Suko

What is your best memory on this show?

KS // This was a great show, with an amazing crew and really great clients, just overall a good time.

LC // The whole show is one of my best memories! I feel that the team and clients were a perfect combination.

How long have you worked on this show?

KS // I’ll end up having been on the show for about 20 months.

LC // I did not count.

What’s the VFX shots count?

KS // 417.

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

KS // Star Wars, Jurassic Park, Die Hard and…

LC // Akira, Eternal Sunshine of the Spotless Mind, Le Grand Bleu, Terminator, E.T.

A big thanks for your time.

WANT TO KNOW MORE?
Weta FX: Dedicated page about Godzilla x Kong: The New Empire on Weta FX website.
Alessandro Ongaro: Here’s my interview of Production VFX Supervisor Alessandro Ongaro.

© Vincent Frei – The Art of VFX – 2024

Ghostbusters – Frozen Empire: Animated Sequence by Studio AKA

Meet Garraka, the chilling villain in Ghostbusters: Frozen Empire! Created by London-based Studio AKA, this animated sequence brings to life the icy menace like never before:

Click on the picture to watch the sequence.

WANT TO KNOW MORE?
Studio AKA: Dedicated page about Ghostbusters: Frozen Empire on Studio AKA website.
Geoffrey Baumann: Here is my interview of Production VFX Supervisor Geoffrey Baumann.

© Vincent Frei – The Art of VFX – 2024

Eric

Get ready to transport yourself to the gritty streets of 1980s New York with Netflix‘s latest thriller, Eric, starring the incomparable Benedict Cumberbatch:

The VFX are made by:
beloFX
Dupe VFX
NVIZ

The Production VFX Supervisor is Jean-Louis Autret.

Director: Lucy Forbes
Release Date: May 30, 2024 (Netflix)

© Vincent Frei – The Art of VFX – 2024

The Boys – Season 4

Hold onto your seats, because the trailer for the Season 4 of The Boys is here to shatter all expectations! Explosions, confrontations, and blood-drenched battles await as our favorite anti-heroes take on the corrupt super-powered elite.

The VFX are made by:
ILM
MPC
Untold Studios
DNEG
Spin VFX
Luma Pictures
Pixomondo
Soho VFX
Zoic Studios
Rocket Science VFX
Crafty Apes VFX
Ingenuity Studios
Splice
Incessant Rain Studios
CNCPT

The Production VFX Supervisor is Stephan Fleet.
The Production VFX Producer is Sean Tompkins.

Creator: Eric Kripke
Release Date: June 13, 2024 (Prime Video)

© Vincent Frei – The Art of VFX – 2024

Shogun: VFX Breakdown by Goodbye Kansas Studios

Unveil the secrets of Shogun, where the clash of swords meets the spectacle of visual effects crafted by the teams of Goodbye Kansas Studios as they breathe life into vast armies and massive environments:

WANT TO KNOW MORE?
Goodbye Kansas Studios: Dedicated page about Shogun on Goodbye Kansas Studios website.

© Vincent Frei – The Art of VFX – 2024

Godzilla x Kong – The New Empire: Alessandro Ongaro – Production VFX Supervisor

Back in 2022, Alessandro Ongaro enlightened us with insights into the visual effects craftsmanship behind The Adam Project. Now, he unveils his journey into the Monsterverse, delving into Godzilla x Kong: The New Empire.

How did you get involved on this show?

I need to thank my Agent for this. He set up a meeting with Adam and the Producers, and fortunately, we liked each other!

What was your feeling to be part of the Monsterverse?

I was really excited to work on the next chapter of the Monsterverse series, in particular, because I really enjoyed the GvK. Plus, after meeting with Adam and Tom Hammock, the production designers, when they showed me the fantastic illustrations depicting the style, look, and visual challenges of the film, I was extremely thrilled about the project.

How was the collaboration Director Adam Wingard?

Like a dream come true. Adam is a passionate filmmaker; he knows what he wants and is highly knowledgeable about all things Monsterverse. He is a big Godzilla fan. Coming off the first film, Adam clearly understood the VFX process, which allowed us to push the VFX required for the movie to the next level without holding us back with notes late in the visual effects process. He’s also a great collaborator, very trusting and always open to suggestions, which allowed me and the VFX team to come up with new fun ideas, sometimes crazy, I would say, so long as they would help the movie, either telling the story better or making the scenes more spectacular.

How did you organize the work with your VFX Producer?

God bless Tom Elder-Groebe, my awesome VFX Producer. At the beginning of the production, Tom and I worked closely to figure out the best way to split the fully animated part of the film, which accounts for about 55 minutes of running time and probably 75% of the total shot count. When it comes to budgeting, no one can beat Tom! We really split our duties. I took care of all the project’s creative aspects while Tom ensured it all fit within our numbers.

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

We all wanted to bring back Weta FX and Scanline VFX from the beginning since they both did an excellent job on GvK. So, they were our leads for most of the entire CG sequences. This worked out great because when you have so many characters, you want to minimize the number of shared characters to maintain visual consistency and, most importantly, consistent character performance. The rest of the work was split with DNEG, Luma Pictures, Supervixen Creative, Savage VFX, and Baked Studios.

Our VFX editor, Adam Avery, also did some final shots for the film, as well as helped me edit all the full CG sequences. Big kudos to Jeremy Munro and The Third Floor, who handled all the visualization required for the film, delivering a blueprint to our vendors that took most of the guesswork out of the picture.

The split was as follows:

Weta FX worked on Ape Fight, in which Kong first meets Suko and then fights OneEye and the other two apes. Kong Travel, the journey Kong embarks on with Suko. He then faces the Lake Snake Creature (we called her MamaSnake) and shares it as a gourmet dinner with Suko.
Kong Fight, where he finally meets and fights Skar King and, of course, gets his arm frozen when he faces Shimo.
Quick Exit, the scene after Kong Fight, where he’s chased by One Eye and the other apes and eventually saved by Suko.
War Party, when OneEye returned to Skar King after discovering Malenka Village and its vortex
Zero Gravity, no further explanation is needed 🙂
King Kong, the scene at the film’s end when he returns to the Skar King Lair with Suko and Shimo.

Weta FX was also in charge of building Kong, Suko, Skar King, and Shimo, including the FX Dev of its Ice Breath, the Loyal Guards, and the other apes in the Skar King realm, plus any assets unique to their scenes. And, of course, they built all the fantastic environments unique to their scenes.

Scanline worked on Intro, the very first scene of the film, in which Kong deals with the Wart Dogs.
The beginning of Ape Fight, until he walks through the waterfall.
Crawl Back, when he retreats to Malenka Village with Suko, inadvertently reveals to OneEye the location of the vortexes.
Under Repair and Arm Brace, when Kong gets the Arm Brace (now called B.E.A.S.T)
Pyramid Fight and Rio Fight, no further explanation is needed
On top of other shots throughout the film.

Scanline was also responsible for the build of Godzilla Evolved and developed the new Atomic Breath and the new skin shader, Kong Arm Brace, which required some complex re-engineering to make it properly work along with some cosmetic changes, Mothra, Wart Dogs, parrot frog and any assets unique to their scenes including the huge Hollow Earth environments, the beautiful Nile River beats, and the Cairo Environment. And, of course, they had the fully digital Rio De Janeiro to build and destroy!

DNEG handled most of the more traditional live-action scenes of the film, starting with Rome in the opening scene, where Godzilla fights Scylla, and when later on, he wakes up and walks through the city.
Monarch Base, Kong Returns, Tooth Extraction, and Through The Vortex is the part of the film where Kong emerges from the vortex, gets his tooth replaced by Trapper, and eventually jumps back into the vortex, followed by our human heroes.
All the scenes in Hollow Earth with the humans, like the Destroyed Base, the Carnivorous tree beat, the ruin, the magical Veil, and Malenka Square with the giant crystal pyramids, the ceremonial chambers, where the Iwi queen takes them into the giant pyramid, and finally, the Engineering Room, where we see the Iwi technology at work.

DNEG also worked on the shots when Godzilla Evolved breaks through the Iceberg after his transformation and jumps off the Rock of Gibraltar. As far as assets, besides, of course, all the environment work required in Rome and Monarch base, they modified Scylla, built the Mule and Heav 2.0, designed the new Vortex, designed the Veil in Hollow Earth, built the Malenka Environment, the giant Pyramids both outside and inside ( which was quite challenging), and the engineering room, along with any unique assets required for their scene.

Luma Pictures worked on Military Convoy, in which Godzilla is at the Nuclear Power Plant attacked by French drones.
Tiamat is the underwater scene in the Arctic when Godzilla fights with Tiamat and eventually takes over its nest. Glacier Cavern is the scene right after where we find Godzilla hibernating in the ice cocoon, evolving and breaking through the ice.

Supervixen was in charge of all the film’s required Screen Graphics and their compositing. They also designed the very cool graphics that show the new features of Godzilla when he evolves, and the Tiamat beat. On top of that, they were responsible for sneaking my name wherever they could! 🙂

Finally, Savage and Baked worked on invisible comp work throughout the film.

Could you elaborate on the process behind creating the visual effects for Godzilla and Kong, particularly in terms of how you updated their iconic appearances since the previous movie?

When I joined the project, most of the design of our hero creatures was already done. Jared Krichevsky from Legacy Effects, who had worked with Adam Wingard on GvK, was the lead creature designer, and he’s responsible for Godzilla Evolved, Skar King, Suko, Shimo, and some of the other Apes we see in the film.

Weta FX and Scanline did some extra work on them, mainly to allow for proper locomotion. For instance, Weta adjusted Shimo’s hip placements to give her the suitable range of motion required for appropriate animation. We also adjusted the placement of the crystals that protrude on his back. With Scanline, we slightly modified Godzilla Evolved proportions, like enlarging its head and replacing the elbow spurs to allow a better range of motion. With Weta and Scanline, we mostly worked on the detailing, and their look dev, including Shimo Ice FX and Godzilla, Evolved new Atomic Breath and supercharged look. And Skar King Eye Look.

We also had Weta Workshop help with some other creatures required in the film, including OneEye, the ape that attacks Kong at the beginning of the film, the Vertacines, the parrot Frog, the Wart Dogs, and the Snake Creature. We also reworked Suko’s body with Weta Workshop to give him more musculature and ape-like posture while maintaining a cute face.

For Kong, Weta FX gave him some extra grey hair, grew its beard a bit, made the fur on its shoulder a touch fluffier, adjusted the scar on its back that we carried over from GvK, and finally designed the new metal tooth.

What were some of the critical challenges faced by the visual effects team in portraying the evolution of Godzilla and Kong throughout the film?

The complexity of GxK was related to the amount of storytelling needed, the different personalities of the characters, the variety of huge, complex environments, and dramatic lighting. Half of the film is basically a big silent movie done in CG, and that was arguably the biggest challenge. So much of the story has been told in the different full CG sequences with just body language/expressions, timing, framing, and virtual cinematography, and for me, that was the number one priority from day one. For that reason, I needed VFX partners who could take ownership of their work and push the quality without being handheld. And we got lucky with that!

As stated before, one of the biggest challenges was ensuring we maintained visual continuity between the different vendors. The performance of critical characters like Kong, Suko, Skar King, and Shimo had to feel as seamless as possible, and this was a challenging task. But we were very fortunate to have a stellar team in charge of the Character Animation.

In particular, I have to give much credit to Ludo Chailloleau and his team at Weta, Eric Petey, and the Scanline animation team. From the very beginning, they all killed it and managed to set the right personalities and behavior of our Titans, which allowed us to focus on the storytelling.

Another critical aspect of the film was dealing with the scale of the Monsters. Early in prep, we agreed to use the different senses of scale based on the situation so that when we’re just with the Monsters, we treat them like they were human-sized creatures rather than 350/400ft tall. This dramatically helped design and choreograph the fight scenes, arguably the film’s most complex aspect from a design perspective. This is also made possible by the excellent work Jeremy Munro and the team at The Third Floor brought to the project during the 15-month period they worked on the film.

Could you walk us through the creative process behind bringing to life the new creatures like Suko and Skar King? What were some of the key inspirations and challenges faced during their development?

From the very beginning, we wanted Suko to feel like the little kid who wants to play with the adults; he’s been manipulated by Star King and his loyal apes, and, although warm at heart, he always wanted to fit in, to the point he acts as a bait for Kong and also tries to lure him into the lake where the Snake Creature ( we called her mama-snake) lived. Ultimately, he becomes what people like to refer to him online, the son of Kong, and creates a bond with him to the point that he is willing to sacrifice his loyalty to Skar King to help Kong when hurt. This is how we briefed Ludo and the animation team at Weta. And they nailed it right away, bringing so much to the table and giving him that behavior that was a bit naughty but at the same time adorable, which was very important for us.

Skar King had to be mean, but in its way, kind of a crazy gangster with sadistic behavior. Although Jared mainly did the design, it was slightly changed with Weta. Initially, he was supposed to be balder, but I remember at the first iterations, my initial reaction was, man, he looks like an old balding man! So, without second thoughts, I work with Kevin and the Weta team to grow more hair. The biggest challenge from an animation standpoint was his long arms, which were very orangutan-like. So we leveraged that aspect, making him very agile and quick, which, besides the bone-whip, was an unexpected challenge for Kong. We also wanted him to have a sneaky, furtive look, never straight up and always with that superior attitude. Once again, the team at Weta captured that look, adding some nuances to his walk, body posture, and expressions that we carried over throughout the film.

What technical and creative challenges arise when designing and animating colossal creatures like Godzilla and Kong, balancing between realism and fantastical elements?

We knew the most significant challenge from the beginning was bringing these giant monsters to life. One hour of film in full CG animation is a process on its own, and when you have Monsters that are 300-400 feet tall, you know you have to make compromises. We knew that we couldn’t just animate them at their giant scale. It wouldn’t have helped with the action scenes and would have made the film much longer. We also knew fans would have commented on that. Still, ultimately, we created a style that was pretty unique and worked perfectly with our story, balancing the scale of their performance and effects simulation on a scene-by-scene basis, sometimes going slower and sometimes faster. We

achieved a final look that I would define as hyper-realistic; we never aimed for photorealism per se, which has worked well. This doesn’t mean we sacrificed fine details; there is so much in every scene, from the vegetation, rock formations, lava flow, and majestic open space environment that add to the final product. We designed the shots with the IMAX 1:90 aspect ratio to maximize this experience and enjoy these massive locations. I shot a lot of aerial photography in Iceland with a six-camera array rig that helped capture all the fine details that naturally happen in nature. However, our VFX vendors also added a lot on their own. Like the Cairo environment, which is entirely CG, Skar King Lair with those beautiful volcanic rocks and Lava flows, or the Malenka Square Pyramids, which was challenging due to their scale and magical appearance.

With advancements in CGI technology, how do you ensure that giant creatures like Godzilla and Kong interact seamlessly with their human counterparts and the surrounding environment?

Except for Rome, Gibraltar, and a few selected moments on Monarch Island [like the tooth extraction] and Rio, everything else was entirely CG, which made the process more straightforward in the sense of the principal photography. We don’t have much interaction between the Monsters and the humans, and given the scale of Kong and Godzilla, we didn’t have to worry too much about eye lines and such. For the scene where Trapper lands on Kong’s mouth, the art dept built a piece of the Mule Vehicle and part of Kong’s mouth so that the actor could interact with him at the proper scale; this was then entirely replaced by DNEG in post. For other scenes, like when Kong shows up with Suko in front of the human team, we went old school and used laser pointers.

For Rome (and the beginning of Rio), we relied on some good Previs from Jeremy and the team at The Third Floor. This was very helpful in blocking the shots during the day. I directed the second unit for the film, which helped us go through some of the beats more efficiently. We also had Cyclops running on my iPad on set. This tool developed by Third Floor is a real-time AR software that allows us to see the shots through an approximation of the film lenses with the creatures placed correctly in the frame. It helped our camera operators, the DP, the extras, and the stunts to see the scene beforehand.

For the flying scene in the Heav, the art department built a full-scale cockpit mounted on a hydraulic system surrounded by a curved LED wall. We ran some of the footage I shot in Iceland, which helped our talents feel like they were in this magical Hollow Earth world rather than just looking at a giant blue screen. I also prepared a rudimentary video of flashing lights and spiraling colored lines to represent the Vortex when they fly through it. This also helped add some interactive lighting to the cast.

The art department built some other set pieces to help us in a few scenes, like a few blocks of the Giza Pyramid, the top of the head of the sphinx, and some beautiful Hollow Earth pieces that Scanline extended in CG.

One of the trickiest aspects of the live-action shoot was Malenka Square. The art department built a beautiful set, but we didn’t have anything to represent the big crystal pyramid. On top of that, there was a very complicated programmable lighting rig with colored lights, which had to be correctly matched by DNEG. We tried to help with videos of the lights we recorded with our witness cameras, which were sound-synced to the hero takes.

Could you walk us through the intricate choreography involved in staging the epic battles between Godzilla and Kong?

Previs! We really took the Previs to the next level. If you know the animation pipeline, this acted as our rough layout pass. I think having worked for so many years at DreamWorks Animation really helped with that. I worked closely with Jeremy and his team for 15 months to give our Vendors detailed blueprints of these massive scenes.

I would get some storyboards that Adam had worked on with Richard Bennett, our main storyboard artist. Some were more detailed than others, but as you can imagine, translating these massive action beats from drawing to 3D was quite some work. This was one of the aspects of my job that made me so attached to the film. It’s been challenging but so much fun simultaneously, like when I had the idea of Kong using Suko as a weapon or Godzilla doing the Suplex move in the pyramid fights. I remember also gathering some references from other films [there is an episode of The Punisher TV show where he fights with some big Russian guys inside a Gym that we used as a reference for Kong fighting the apes when he first meets Sudo] and also dropped some Easter Eggs here and there [hint: Gladiator and Die Hard].

I would also work closely with my VFX Editor, making early editorial decisions to present Adam and the Producer scenes that already had a good flow. We would then discuss the changes and go back to work with TTF. Ultimately, it was a big collaboration effort from everyone involved. Third Floor really brought so much to the table, and our Vendors pushed the animation, performance, camera animation, etc. to the next level thanks to their expertise and fantastic skills, adding to it whenever possible. Adam, our main editor, Josh Shaffer, and Alex Garcia, our producer, made the whole process as smooth as possible by providing constructive feedback, concise notes, and being always open to suggestions.

Can you elaborate on the creative process behind envisioning the destruction of iconic cities like Rome and Rio de Janeiro?

I would say Rome was pretty straightforward compared to the complexity of Rio. The destructions were pretty contained since some iconic monuments couldn’t be touched. For example, the piece of the Colosseum Godzilla breaks with his foot when he steps out was added geometry to the actual plate since we weren’t allowed by the Rome Minister of Culture to break any piece of it. The house with the Godzilla Graffiti he stepped on was heavily modified in VFX to look much different from the original photography for the same reason.

But when it comes to Rio, it’s a different story. The scene also changed substantially during post-production, so except for the first section, Scanline had to redesign some fights and, consequently, the destructions involved. We shot for five days in Rio; once again, I directed the second unit, so we invited Nick Crew to sit with us so he could see firsthand the different shots and make sure everything was working out for them. We did single-camera aerial photography, covering as much as we could of the part of the city where we knew the big fight and destruction would happen. We shot a lot from the ground as well, but everything else was turned into full CG except for the beginning when we were at the beach. To deal with the city’s massive scale, lidar scanning from the ground and rooftop wasn’t feasible, so we hired a company based in LA called Geo1:1 (part of NV5 Geospatial), which traveled with us to Rio. They have this excellent multi-cam system mounted on a helicopter that does aerial Lidar Scanning and simultaneously captures high-resolution images for photogrammetry. I can only imagine the amount of data Scanline had to deal with.

Can you elaborate on the creative process behind bringing the concept of Hollow Earth to life?

Hollow Earth was a pure joy of creativity 🙂 Tom Hammock, our Production Designer, had already gathered a lot of excellent reference photography and worked on the same beautiful concept art that was the foundation of our work. I flew all over Iceland with a six-camera array for four days to capture as much photography as possible, took a lot of stills, and gathered as many more references as possible. From the vast green moss-covered plains, filled with river and colored rock formations, to the more volcanic rock locations that feel like they are from 1 million years ago, to some other iconic places like the Dettifoss Waterfall (the same as the scene in Prometheus).

Armed with this material and the art dept references, we blocked the environments in the Previs phase to have a bare stage for our creatures to perform. We would also make changes to the environment as needed. One of the trickiest areas to design was the Malenka Environment because so much of the film is happening there, from when our human heroes get captured by the Iwis to when Kong and Suko show up and, ultimately, the Zero Gravity battle. Plus, it was shared between 3 vendors. There was quite some cheating happening here, but I doubt the audience ever noticed it because we always ensured there were some connecting tissues (Like the Pyramids or the Big Crystals). We also moved or placed some elements per shot if they helped the visual. For example, the bright crystal behind Kong and Godzilla jumping toward Skar King and Shimo at the beginning of the Zero G fight was placed just so that we could get some dramatic lighting for that specific moment.

Regarding lighting, we wanted to differentiate the area of Hollow Earth, where Kong lives, from the Skar King Lair. This is primarily noticeable in the wide establishing shot with the giant Bone Bridge, where the right side of the frame is moody with dark volcanic rocks and lava flow, while the left side still has some greenery and a warmer tone.

Again, because we traveled to many locations in Hollow Earth, we played with the lighting to convey the right emotions Adam was after. I empowered our vendors to push their creativity. Once again, the team at Scanline, Weta, and DNEG didn’t fail, delivering some breathtaking shots, like the beautiful Iceland-inspired environments in the opening scene with massive waterfalls or the dark, moody, gritty environment with the beautifully crafted lava waterfall for the Skar King Lair.

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

The whole movie was rewarding and challenging at the same time. I can’t pick a favorite aspect since they all have some spectacular work in them that came with their challenges, be it the scale of the work, the storytelling involved, or the more magical or abstract aspects.

It was pure joy and satisfaction reviewing the work with Adam at our daily sessions. The trust he gave us was pure gold, and the quality of the animation that the VFX artists delivered was outstanding. This was enough to overcome any outstanding challenges because I knew I had some very strong partners who never let us down.

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

GxK was a pretty unique project for me as a Visual Effects Supervisor because I was more heavily involved with the storytelling than usual. I never looked at the movie from a merely visual effects perspective. Having had the opportunity to direct the 2nd unit for the film, traveling through so many continents, working with a fantastic team of artists, and being supported by a team of professionals made this film so fulfilling on a personal level. And I couldn’t have done it without the fantastic support from everyone involved. My shoot Production Manager, Josh Hakim, has been on my side throughout principal photography and was with me while directing the second unit, acting as my On-Set VFX Supervisor, which was a life safer. And I wanted to give a shoutout to my fantastic post-production team! Alleigh, Nora, Amy, Taylor, and Andrew were all such dedicated and professional team members. They truly made my entire working experience so much better!

Trick question, are you team Godzilla or Kong?

I’m Team Kong!

How long have you worked on this show?

Exactly two years and two days.

What’s the VFX shots count?

There were around 1400 shots, but consider that about 1000 of these were fully CG and huge.

What is your next project?

I’m currently working on Captain America 4.

A big thanks for your time.

WANT TO KNOW MORE?
DNEG: Dedicated page about Godzilla x Kong: The New Empire on DNEG website.
Weta FX: Dedicated page about Godzilla x Kong: The New Empire on Weta FX website.

© Vincent Frei – The Art of VFX – 2024

Knuckles

Get ready for a behind-the-scenes adventure like no other with ‘Flames of Disaster’ musical sequence from the Paramount+‘s newest hit series, Knuckles:

The VFX are made by:
ILM
Rising Sun Pictures
Outpost VFX
Fin Design + Effects
Untold Studios

The Production VFX Supervisors are Ged Wright and Martino Madeddu.
The Production VFX Producer is Katy Mummery.

Director: Carol Banker, Brandon Trost, Ged Wright, Jeff Fowler, Jorma Taccone
Release Date: April 26, 2024 (Paramount+)

© Vincent Frei – The Art of VFX – 2024

Avatar – The Last Airbender: Environment & FX Breakdown by Rodeo FX

Get ready to dive deeper into the magic of Avatar: The Last Airbender with this new breakdown! Join Rodeo FX as they unveil the intricate process behind bringing the epic clash between the Air Nomads and the Fire Nation to life:

WANT TO KNOW MORE?
Rodeo FX: Dedicated page about Avatar: The Last Airbender on Rodeo FX website.
Netflix: You can now watch Avatar: The Last Airbender on Netflix.

© Vincent Frei – The Art of VFX – 2024

Scoop: VFX Breakdown by Milk VFX

Explore the invisible visual effects of Scoop crafted by the teams of Milk VFX! Dive deep into the unseen artistry that brought New York and Buckingham Palace to life in this Netflix film:

Click on the picture to watch the reel

WANT TO KNOW MORE?
Netflix: You can watch Scoop on Netflix now.

© Vincent Frei – The Art of VFX – 2024

Challengers: Brian Drewes – Production VFX Supervisor – Zero VFX

In 2010, Brian Drewes co-founded the visual effects studio Zero VFX. Since then, he’s contributed his expertise to a range of various shows such as American Hustle, The Equalizer, Uncharted, and Gran Turismo.

What is your background?

Ever since college, where my first VFX experience was compositing on film using an Oxberry animation stand (my school inexplicably had one kicking around) – I’ve always been deeply interested in the visual effects process. I started off as a VFX Producer and after about 15 years co-founded Zero (which is now a member of Dream Machine). Being technically minded, I also became an inventor and CEO of ZYNC, the industry’s first cloud-rendering tool which was acquired by Google in 2014. This diverse experience led me to organically transition over the last decade or so into the Supervisor role.

How did you get involved on this movie?

As VFX Supe, I had worked previously with producers’ Amy Pascal and Rachel O’Connor (on 2019’s Little Women) and also the MGM team on Creed, so they sent along the script and I absolutely loved it. A couple of meetings later I was hired!

How was the collaboration with director Luca Guadagnino?

Luca is pretty amazing, full-stop. He knows exactly what he’s going for – he’s one of those directors whom you can see mentally editing the movie while giving direction – and because of this, for cast and crew alike, he’s able to really extract the nuances he’s searching for, whether it be a specific camera move or actor performance. Plus his eye is really, really good – he clearly expresses his expectations and it’s up to us to deliver on it. At the end of the day, he’s gifted with very strong vision and is going to get it, no matter what.

How did you organize the work with your VFX Producer?

This was my first time working with Daniel Chavez, VFX Producer, and it was a phenomenal partnership. I was a few weeks into prep before he was brought on – so on his Day 1 we had a broad idea of the overall scope – and once things really got cranking, he and I spent a ton of time breaking down each piece of the show and what it’d require. This ranged from invisible environment enhancements, the storm, and all then tennis action; closeup face replacements, racket swipes and then very specific moments like the Ball POV or other specials. It’s sometimes hard to find that good yin/yang with a Supervisor/ Producing team that hasn’t worked together previously, but we did just great!

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

Once we had an idea of overall scope, we worked closely to split the work between two vendors (Zero VFX and Frame by Frame) along with a small in-house team. We looked at the strengths of each facility and found the best match for both the creative needs of the show and the overall budget. Zero, led by Don Libby, Dan Cayer and Steven Spady handled all the tennis-related action, face replacements, CG enhancements, court re-lighting and other FX simulations. Frame by Frame, led by VFX Supervisor Marco Geracitano in Italy handled the majority of non-tennis related VFX, including some great environment work and the majority of the blowing debris sequences.

Director Luca Guadagnino on the set of his film – Photo credit: Niko Tavernise

Can you walk us through the process of creating invisible visual effects, particularly focusing on the challenges faced when working on sequences like the tennis matches?

Especially in the Tire Town match, I believe this movie explores a new type of coverage to tennis, and honestly, sports movies in general – we wanted the audience to experience the physicality of the game, and this really only works if you are “in-close”. Thankfully the stars worked very hard in their training – they were pretty amazing athletes!

The obvious complicating factor is that with tennis, you’ve got a lot of distance up and down the court and things move VERY quickly. We also needed an organic feel to the camera (we shot on 35mm), keeping it flexible and intimate enough to respond to the actors’ performance and Lucas’ shooting style… so in partnership with DP Sayombhu Mukdeeprom and the entire camera department, we evaluated various toys like power sliders, cable cams, rickshaws etc to come up with the recipe that nailed it.

We faced one specific challenge in the Tire Town location, this is the big tennis match that serves as the spine to the movie, which was shot over a three week period. In the movie, this match occurs in the later afternoon to early evening, but over our three week shooting span – we obviously shot out of order, many times at the wrong time of the day or in lighting conditions different than previously shot. The electricians provided 2 soft suns to ensure key was from the right direction at all times, but beyond that there was not much lighting control… so Daniel and I knew for sure that we would need to substantially re-light the environment once the edit was tightened up. To aid in this effort we oversaw a multi-day highly detailed scanning process acquiring both lidar and full photogrammetry of the environment with various lighting conditions.

Once the edit was in decent shape, we broke down each sequence, mapped out the ideal sun position and shadowing on the court and dissected at shot level which elements needed relighting, CG replacement or DMP. It was very effective and I don’t think when you watch the film you’d feel this at all.

What were the specific goals and objectives when designing the visual effects for the tennis sequences?

Our objective on the tennis sequences was ‘real is right’…

To start, tennis consultant Brad Gilbert (coach to people like Andre Agassi) mapped out the tennis action for each match ensuring the tennis being depicted was accurate. He helped the stars train really intensely for the roles – the physicality of this should not go unmentioned. And though we leaned on our doubles a lot during shooting – the cut featured a ton of actors playing great tennis. Obviously, in the non-stylized moments, our VFX needed to embrace reality – from face replacements down to CG tennis balls.

At the end of the day we wanted the audience to be IN the action on the court. This informed camera and lensing choices – we were encouraged to push beyond the ordinary – and experiment with some non-traditional perspectives where the racket might swipe THROUGH the lens, or where the ball rockets directly into the lens, or where we seamlessly take the camera all the way from way behind the umpire, traveling down the net to settle in on a closeup of Zendaya.. and of course in the finale where we become the ball for a POV in a rally. Really unique, fun moments.

How did you ensure that the visual effects seamlessly integrated with the live-action footage in order to maintain the realism of the tennis matches?

I wanted to ensure we could get the VFX teams all the reference they needed to capture the subtleties – so for as many setups as feasible, we shot with the tennis doubles first – doing all the things, including striking the tennis balls. This achieved a few goals at once: it gave the actors a great example to follow, it provided the editor, Marco Costa, multiple choices for coverage (we were primarily single-camera) and made great references for digital tennis balls and face replacements when needed. Zero did a great job animating the balls– you’d be surprised how nuanced it becomes to get the trajectories, speed, moblur and contact shadows right when we need to audience to also recognize the ball is over the line or inside the line… So at times it was a balancing act of enhanced readability vs. reality.

On this topic we should talk about face replacements, which we had a good number of. I will always start this off by re-emphasizing how much blood sweat and tears the actors put into training, and they really did an amazing job. There’s just some things that no matter how hard you train, if you haven’t been doing it your whole life, you aren’t going pro in 8 weeks.

The methodology I initially prepped for was the traditional actor scan, rigging, key frame anim, light, render, comp pipeline. To add complication here, “Patrick” played by Josh O’Connor had 2 variations – beard and no beard. As it turns out finding tennis doubles that checked all the boxes was pretty hard, so we didn’t really get a choice – and unfortunately for us in the VFX department, things like ears, necks and head shapes were quite different than our leads. So in a number of quite featured shots, we went full head and neck replacement.

Zero, known for their crowd work, had also been developing a ML assisted face pipeline, which worked really well here, especially useful in the bigger shots and those with occlusions over our face replacements. In this methodology the face is worked on via the traditional FACS pipeline and at the same time they train an ML model – which they then run over the lit and rendered CG face, which is then all handed over to compositors, allowing them to dial in the desired details. This tact really got these shots over the line (pun intended).

Could you elaborate on the role of pre-visualization in planning and executing the visual effects for the tennis sequences?

As mentioned, all tennis action was boarded and we did a ton of camera testing which allowed us an organic approach to shooting – but there were 2 key moments that really needed previs:

  • A three camera, seamless stitch (with nothing to occlude our transitions)
  • The ball POV

The three camera stitch was quite a thing: We were on a crane way behind the umpire stand and during the match slowly pass to the side of umpire, following all the way along the top of the net to end in a closeup of Tashi (Zendaya) watching the match. Without transition points, continuous court action AND spectators following the action by moving heads left to right in unison means we didn’t have a lot of places to cheat this. So the previs/ tech vis really helped us nail down speed, lensing and how far each pass of the crane arm would take us and where our seam points would likely be.

On the ball POV, it was pretty clear to me from the beginning that Luca loved this idea and it was going to be mainly VFX that would be responsible for the plan on this one. And it’s such a crazy & technically challenging concept that previs was instrumental in helping us iterate and align on the sequence… and as I was the director of this unit it gave me faith that Luca would support what we committed to camera over the weekend we shot it.

Mike Faist stars as Art, Zendaya as Tashi and Josh O’Connor as Patrick

What considerations were made regarding lighting and color grading to maintain consistency between the live-action footage and the visual effects elements?

Lighting was a huge consideration in the Tire Town match which spans the film. Due to the fact we shot across 3 weeks of time for a single tennis match, meant that once we got into post, we knew we’d have to come up with a plan to create lighting continuity across shots that were photographed on different days at DIFFERENT times of day. We did a number of environment scanning passes to capture the different lighting conditions and were able to build out a pretty impressive ability to relight scenes and the elements within. We had a number of standardized and approved HDRIs for different times of day at different places within the court that provided us our master setup that would then be dialed-in shot by shot. This ensured we didn’t have to stop production down at every setup for balls and charts – these were reserved primarily for moments where we knew face replacements were happening.

In terms of realism, how did you ensure that the movements and physics of the tennis balls and players remained accurate and believable?

It was easier for the actors to maintain their form if they didn’t also have to think about actually striking the ball – so we added a ton of CG tennis balls to help them here. Also Daniel and I worked with the AD team to ensure we had the tennis doubles go first on most setups – giving the VFX team ample, and actually useable, reference. For face replacements we made sure to allot sufficient scan time to capture enough expressions on each actor for full control – Zero’s face pipeline was able to deliver key frame-able animation with a ML-finishing process, so their team could dial in facial performance and then put the finishing touches in from their trained models.

Mike Faist stars as Art and Zendaya as Tashi – Photo credit: Niko Tavernise

How closely did you work with the director and other key creatives to fulfill their vision while implementing the visual effects for the tennis sequences?

This really was a team effort between the tennis advising team, AD’s, camera department, VFX, the actors and Luca – we were all really committed to his vision and creating a high-impact, visceral viewing experience. For the tennis days, I hung very close to Luca so we could look at playback together and interactively decide how to go about solving things as they popped up as it seemed to on almost every setup!

What were some of the key differences in approach between creating invisible visual effects for sports sequences compared to other types of VFX-heavy scenes?

I’ve worked on my fair share of sports movies – most times it’s about crowds and digital stadiums – not so here (though we did have some of this)… Our leads committed so much of themselves to getting good at tennis, they are the focus of the action and we need the audience to truly see this. This creates challenges as especially in tennis, there isn’t a ton of ‘hiding’ cute cheats – it’s our actors alone on a large, open court.

From the audience perspective, especially at the Tire Town match, the action here was more a car chase vibe – where the viewer is really invited to be in close. So we had to be really diligent in ensuring we kept them there – making sure any face replacements are perfect, the sports action authentic, and energetic moments are seen from unique vantage points. Though the choreography was very proscribed, each take it happens a little differently and in a fast-moving subject outcomes can be quite different- so I like the term ‘strategic flexibility’ – you make sure that the approach is solid but also flexible enough to accommodate variation. I made sure that VFX was there to ensure anything we discovered along the way could be adapted to quickly.

The storm in the movie plays a crucial role in the narrative. Can you delve into the technical aspects of its creation, from concept to execution?

Luca really wanted to see a crazy amount of debris to really emphasize the storm – and I liked the idea of the concept being quite stylized and breaking reality a bit, but keeping execution grounded in the real-world. Frame by Frame handled the majority of these shots beautifully – I made sure that on set we shot as much reference or real world debris as possible, including also Lidar of key sets and props for their FX artists to build sims on. For a few daytime shots with a lot of interactive elements (like tarps, table-clothes, tents, trees) we strategically placed both large Ritter fans and PA’s with leaf blowers in multi-pass shots to get as much ‘real is right’ moments – that then VFX would combine and augment.

Zero handled a few of these as well, a few big wides where we see indication of the approaching storm via debris and a large blowing fabric billboard – here we ensured we researched how these fabric billboards are constructed and hung to get our connection points accurate.

Zendaya stars as Tashi and Josh O’Connor as Patrick in director Luca Guadagnino’s – Photo credit: Niko Tavernise

Can you discuss any specific scenes where visual effects were particularly challenging or innovative?

I mean, the Ball POV was a really challenging shot. We knew this was going to be quite stylized and really quite different than the rest of the film – but from my first meeting with Luca he had a very specific vision of what this should be – it needed to be different than anything seen previously and it was going to be integral in the final moments of the film. We elected to start the previs process with the audio-bed of an actual tennis rally – so each time we heard that ball getting smashed, we knew our camera had to be at the end of the court – it was real world speed we needed to accord to. I remember initially seeing our first volley from this vantage point at the required speeds… and I was like, “Wow, tennis is REALLY FAST!!”.

From there we took the choreography provided by Brad Gilbert – forehand vs. backhand, court location, etc and then worked on the lensing and camera direction, all within our CG tennis court which was modeled from the set drawing. We tried pretty much everything in previs, rolling cameras in all directions, corkscrews, lobs, hard baseline shots, everything. Once we had this iterated and approved by Luca I worked out the shooting plan – and it was certainly not a simple one… The show was shooting on 35mm and the equipment for this POV unit was limited to whatever 1st unit had – I knew for some of these shots we just couldn’t do it all in camera – so we switched to shooting open gate on digital, affording us more resolution for reframing and to get a camera corkscrew motion that Luca really liked. As the length of the court was much longer than our crane arm, we ended up having to split each full court travel into 2-3 separate shots – so we ended up block shooting out of order –finishing off all camera moves on one side of the court before turning around and shooting out the rest in the other direction. It was a bit of an exercise to keep track of where in 3d space the camera seams were so when we picked up the 2nd or 3rd segment of a seamed shot later in the day, the camera was in the right place at the right time – and we had 9 of these. We had our VFX editor and an additional supervisor from Zero on set to ensure we could move along with confidence. Given we didn’t have much control over lighting – we had to complete the day in about 5 hours – it was definitely a scramble but the crew was awesome and we got it done.

Compounding all this was that our plate would obviously need to be sped up, but our actors needed to stay real-time – for which we found a couple solutions. While shooting we had the doubles swing and move to the best of their ability at slower speed and we face replaced them. Secondarily we also did some pickup shots of the leads over blue screen and could track them into place which helped as well. Also involved here was plenty of CG rackets and arms for when our camera was getting “whacked”.

Once in post, we had a great CG asset of the court environment that we used to help us get a bit more control over the camera, help seam points and deal with the shifting lighting between seams (given that we had to shoot out of order). Once we had everything smooth, we experimented with a ton of tricks to help give the viewer a sense of where they were on the court while also not wanting them to puke …

The final shot included I think a total of 20-25 unique segments – we even labeled each segment with its’ own sub-ID so as we were iterating early versions we had a good way of talking about it and tracking it editorially, ensuring that as we sped up here or there to aid in overlapping the seam points the overall shot duration didn’t change.

Mike Faist stars as Art and Josh O’Connor as Patrick – Photo credit: Niko Tavernise

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

I really think that we helped create a new style to shoot sports movies with – in some ways it felt like shooting a car chase, but in sports, if that makes sense. This is pretty cool for me.

Tricky question, what is your favorite shot or sequence?

I really like the moments where we got to surprise the audience with something unexpected, especially within the context of a sports-based movie.

How long have you worked on this show?

From prep to delivery, it was about 10-11 months.

What’s the VFX shots count?

Around 900.

What is your next project?

Currently I’m supervising Eenie Meanie out of 20th Century written and directed by Shawn Simmons, which tells the story of a reformed getaway driver dragged back into ‘the life’ – starring Samara Weaving – it’s going to be a fun one with lots of car chase action…

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

#1 Jaws is my all-time fav. #2 When I was a kid I saw a behind the scenes of that mine-car chase in Temple of Doom – it pulled the curtain back for me – I realized how much of what I took for granted was in fact an illusion built by professionals. #3 The Matrix because it’s awesome and #4 Wavelength and anything Stan Brakhage, I was lucky enough in college to spend a year studying experimental animation and it definitely left its mark.

A big thanks for your time.

WANT TO KNOW MORE?
Zero VFX: Official website of Zero VFX.
Frame by Frame: Official website of Frame by Frame.

© Vincent Frei – The Art of VFX – 2024