Black Cake: VFX Breakdown by Ingenuity Studios

Let’s have a look about the work made by the teams of Ingenuity Studios on the Hulu series, Black Cake:

Click on the picture to watch the reel

WANT TO KNOW MORE?
Ingenuity Studios: Dedicated page about Black Cake on Ingenuity Studios website.

© Vincent Frei – The Art of VFX – 2023

The Pod Generation: VFX Breakdown by benuts

Let’s have a look at the variety of the work made by the teams of benuts on the movie, The Pod Generation:

© Vincent Frei – The Art of VFX – 2023

Mission: Impossible – Dead Reckoning Part One: Joel Green – VFX Supervisor – beloFX

In 2021, Joel Green explained the work done by DNEG on No Time To Die. He then joined the beloFX team and talks to us today about his work on Mission: Impossible – Dead Reckoning Part One.

How did you and beloFX get involved on this film?

beloFX was set up as a new VFX company in 2021 and this was the first show awarded to us. We knew Alex Wuttke, the Production VFX Supervisor and Robin Saxen, the Production VFX Producer after working with them at previous companies, and we were ecstatic to work together again on such a fantastic, high profile film as our first project.

What was your feeling to enter into this iconic universe?

While I hadn’t previously worked on a Mission Impossible film, I’ve always enjoyed and admired the ambition of the series, so I was excited to play a small part in the latest installment. The franchise seems to get better and better, constantly raising the bar in terms of action and set pieces. I really enjoy creating invisible, realistic VFX that is indistinguishable from the practical footage. Working on this film was a great challenge as invisible effects are very much aligned with the Mission Impossible style.

How was the collaboration with Director Christopher McQuarrie and VFX Supervisor Alex Wuttke?

Alex oversaw 2,640 VFX shots on the film, working closely with McQ and Eddie Hamilton the film’s editor and channeling their vision and requirements to us. I’ve enjoyed a long working relationship with Alex including working together on Wonder Woman (2017) when he was DNEG’s VFX Supervisor and I worked under him as CG supervisor. So it was great to reconnect and collaborate again.

What was their approach about the visual effects?

The visual effects in this film are designed to serve the story and enhance the practical photography. The filmmakers go above and beyond to get as much in-camera as possible, and VFX is one tool utilized in conjunction with top quality editing, cinematography, production design and of course stunt performance. It was clear from the start that we needed to deliver an extremely high level of quality and realism. McQ stressed the importance of designing all VFX shots with “How would this be done practically » at the forefront of our minds. So we had to contemplate how one would realistically film and light a 150m long submarine at ocean depths.

How did you organize the work with your VFX Producer?

Ashlyn Hardie was the beloFX producer on the project. I hadn’t worked with her before, but we struck up a great working relationship. Despite being a remote-first company, Ashlyn and I developed a great shorthand and communicated really well which is always key. Sara Rust was our Executive Producer and we’ve worked together before, her first show as VFX Producer was also my first as a VFX Supervisor — The Kid Who Would Be King (2019). It was great to be undertaking this adventure of a startup company alongside Sara. Sara and Ashlyn oversaw the costing and budgeting of the work and managed all the scheduling and crew assignments. We would have been lost without them!

How was the work split amongst the beloFX offices?

Our core Supe and Prod team was based in the UK. Dan Pastore (CG Supervisor) and Steve Newbold (Compositing Supervisor) were alongside me in London and their contribution to the project was immeasurable. Assets were looked after by our Canadian teams and the rest of the shot crew was split between UK, Canada (QC and BC) and India. beloFX is remote-first and global from the outset, so we try to work with as little differentiation between locations as possible — although the unfortunate fact of timezones is unavoidable!

What are the sequences made by beloFX?

We worked pretty much exclusively on the opening sequence, handling all of the VFX both inside and outside the submarine. Towards the end of the film there is an additional big shot flying over arctic ice that descends right down under the ocean to find the damaged submarine on the rocky outcrop.

Can you elaborate about the design and creation of the submarine?

The production art department headed up by Gary Freeman provided us with a model and livery design based on a Russian Akula class submarine. We had numerous conversations with retired Navy Captain Chris Ratliff who was advising on the project. He helped us understand the intricacies of the submarine’s design and operation and how it would plausibly react and behave in various scenarios.

Phil Bonner’s assets team created a detailed model of the submarine, building it up from the inside out. This included metal stiffener rings forming the underlying skeleton, the pressure hull of welded sheets of thick steel and the outside finish of rubber anechoic tiles (used to dampen echoes). Having the correct interior structure helped us to understand the dynamics of the torpedo impact and the rock crash.

How did you enhance some of the interiors of the submarine?

A fantastic set was built at Longcross Studios with incredible detail and finish. We helped tie some of the sets together, adding some extra rooms that are visible through open hatches. All our CG set builds were based on scans and photography of the practical built sets. We also completed extensive monitor comp work in the control room.

How did you create the underwater environment?

We created the main underwater environment in Unreal Engine which allowed us to quickly iterate and hone in on the correct scale and level of detail required for the shots.

The Bering Shelf environment consisted of a higher rocky seabed that dropped off dramatically into a vertical cliff face, while below was a plateau which the submarine eventually came to rest on. We built an expansive environment that covered roughly 2.5km of the rocky shelf down to a depth of 700m.

For the ice sheet, one of our lead artists, Davide Prato, created a series of 16 detailed ice sculpts, each 100m in diameter. These were used as large scale discs and were instanced to create kilometers of varied and detailed ice. We based the ice shapes and formations on real life hero references chosen by Alex and McQ.

For the opening shot of the film — where we travel along the underside of the ice at close quarters — Davide created a bespoke, more detailed sculpt and shading set-up that featured micro-ice detail, trapped air bubbles and dirt scatters.

During this sequence, we are between heavy ice and the bottom of the sea. How does that affect your lighting work?

There was dialogue in the script regarding the submarine’s position in relation to the ice and seabed, so we took these measurements literally in creating our environment. The lighting was relatively simple, but a lot of the heavy lifting for the final look came from the volume renders for the water which completely transformed the appearance of the shots.

For accurate depth falloff, volumetric light, and underwater shadows in our shots, we opted for a deep compositing workflow, as these elements were part of a rendered volume. Our Compositing Supervisor, Steve Newbold, developed tools in Nuke to directly manage and control volume density so visibility could be art-directed on a shot-by-shot basis. As the look of the shots developed, we leveraged a hybrid approach that used luminosity-based deep holdouts which perfectly preserved the look and flexibility of the deep composite but allowed us to use a more traditional workflow. Further tools were also created to simulate the attenuation of light throughout the ocean and create depth based-diffusion, again leveraging deep data.

Can you explain in detail about your FX work for the torpedoes and the countermeasures?

We did all of the animation on this film in Unreal Engine. Once we had the motion of the torpedo and countermeasures working nicely we exported USD files for use in Houdini. The FX trails themselves were based on various reference clips as well as some great bubble elements that the SFX team shot for this film.

Several of our effects incorporated bubble elements. As a general approach to achieve the desired bubble look, we combined three elements: a meshed surface providing the primary shape and reflections, a dense particle cloud representing smaller bubbles detaching from the main one, and a voluminous structure mimicking the presence of ultra-fine, micro bubbles. The difficult part was to balance these three elements so that they worked in unison.

Can you tell us more about the massive explosion?

We tested various designs for this shot, experimenting with angles and actions to convey the power of the impact. Although we captured real depth charge elements in a tank with the SFX team, providing excellent reference and detail, the final shot’s scale and framing necessitated an entirely CG explosion.

The lead FX artist on this shot, Pak Lai, completed mind-blowing work to achieve the required detail and layers. This explosive event displaces a substantial volume of water, causing it to surge outward in an almost perfect sphere before collapsing back upon itself. Within this large bubble, we see fire roaring and spinning around. There were a lot of elements at play and we needed to sell the explosion’s immense scale. We began animating a simple sphere to get the timing and positioning right. Then we began building on that foundation.

First we ran a basic deformation simulation on the animated sphere so that it was colliding and wrapping around the submarine’s surface. To add complexity, we overlaid that with a particle sim hugging the surface of the sphere, which added various rolling swirling bubble patterns, noise and textures. For the areas where the bubble was interacting with the submarine, we ran a dense volume sim that represented a cloud of minuscule bubbles. This introduced the sense of scale we wanted, as the main bubble was surprisingly smooth in our reference videos.

For the gigantic bubble’s interior, we simulated flames and explosions at the origin of our scene for more control. We positioned this in the middle of the bubble and added a global rotation to achieve that ‘roaring feel’ we wanted. Finally, to heighten the explosion’s impact, we simulated a shockwave that rippled along the submarine’s surface kicking up hull panels, fragments of debris and sediments.

Can you elaborate about the destruction of the submarine?

We did extensive research for the moment that the submarine hits the seabed. Unsurprisingly, there isn’t much in terms of real world footage of something similar at this scale.

We ended up building a flexible rig which constantly developed with many, many controls and deformers that we animated alongside a large number of blendshapes. This allowed us a more art-directable approach than going for pure simulation.

Once we had the impact’s timing and overall motion worked out we added dynamic simulation passes to tear the submarine’s metal. We further detailed this with additional simulations to add silt, rock and grit kicking up— and of course air imploding out from the tears in the hull!

How did you create the digital doubles?

Digi-doubles were used sparingly as the filmmakers always go above and beyond with stunt work to achieve everything as practically as possible – one of the amazing things about working on a Mission Impossible film! The sailors floating up from the destroyed submarine are practical 2D elements shot on an underwater stage. We did complete some digi-stunt enhancement for when the torpedoes break free and wipe out the sailors as it obviously wasn’t feasible to actually hit them with a 6 meter torpedo!

Which sequence or shot was the most challenging?

The torpedo explosion and the sub impacting the seabed were major FX challenges. Menno Dijkstra (our FX Supervisor) and his team did an excellent job helping to realize these huge moments. There were so many layers of simulation and animation layered on top of first class build work that really came together in the end.

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

I became insufferable when watching any nature documentaries or even something like Finding Nemo with my kids because it was impossible to ‘switch off’ from analyzing the underwater visuals. And worse, it felt like every TV series or movie we watched contained an underwater sequence!

What is your favorite shot or sequence?

I love how the big FX shots turned out. The torpedo exploding and the submarine impacting the seabed came together extremely well, but I think my favorite may be shot where the counter measures are launched. The bubbles and simulation work were really successful from version one and the composite by Nick Deizel came together beautifully. It quickly became our reference shot that we used to compare the other work to.

What is your best memory on this show?

I am very proud of the work we achieved on this show but the fact that it was done as a fledgling startup company really enhances that sense of pride. The team we assembled at beloFX is incredible, amazing artists and people all around.

How long have you worked on this show?

About 18 months in total.

What is the VFX shot count?

133 finals.

What is your next project?

We are very excited to go again for the next Mission Impossible movie!

A big thanks for your time.

WANT TO KNOW MORE?
beloFX: Dedicated page about Mission: Impossible – Dead Reckoning Part One on beloFX website.

© Vincent Frei – The Art of VFX – 2023

Loki – Season 2

Did you enjoy the second season of Loki? Here’s a new featurette:

The VFX are made by:
Framestore (VFX Supervisor: Matthew Twyford)
Trixter (VFX Supervisor: Christopher Smallfield)
ILM (VFX Supervisor: Steve Moncur)
Rising Sun Pictures (VFX Supervisor: Julian Hutchens)
Fuse FX (VFX Supervisor: Kevin Yuille)
Cantina Creative (VFX Supervisor: Stephen Lawless)

The Production VFX Supervisor is Christopher Townsend
The Production VFX Producer is Allison Paul
The Additional VFX Supervisor is Sandra Balej
The Associate VFX Producer is Harrison Goldstein

Directors: Justin Benson & Aaron Moorhead, Dan Deleeuw, Kasra Farahani
Release Date: October 5, 2023 (Disney+)

© Vincent Frei – The Art of VFX – 2023

Lost Ollie: VFX Breakdown by ILM

Let’s discover how the teams of ILM have created the various toys for the Netflix series, Lost Ollie:

WANT TO KNOW MORE?
ILM: Dedicated page about Lost Ollie on ILM website.

© Vincent Frei – The Art of VFX – 2023

For All Mankind – Season 4

Let’s go behind the scenes of the new season of For All Mankind:

The VFX are made by:
Ghost VFX
DNEG
Barnstorm VFX
Od Studios
MARZ
Digital Film Tree
Studio 8

The Production VFX Supervisor is Jay Redd.
The Production VFX Producer is Barbara Genicoff.

Creators: Ronald D. MooreBen NediviMatt Wolpert
Release Date: November 10, 2023 (Apple TV+)

© Vincent Frei – The Art of VFX – 2023

Ahsoka: VFX Breakdown by Image Engine

Interested about spaceships, stormtroopers and lightsabers fights? Then let’s have a look at this VFX Breakdown featuring the work made by Image Engine on the Star Wars series, Ahsoka:

WANT TO KNOW MORE?
Image Engine: Dedicated page about Ahsoka on Image Engine website.

© Vincent Frei – The Art of VFX – 2023

Meg 2 – The Trench: Sue Rowe – VFX Supervisor – Scanline VFX

Back in 2018, Sue Rowe explained the work done by Scanline VFX on The Meg. She went on to work on A Series of Unfortunate Events, Shadow and Bone, Eternals, The Adam Project and Slumberland.

How did you and Scanline VFX get involved on this show?

Scanline has a long history with The Meg franchise, so we were approached by Warner Bros. early on.

Sue, what was your feeling to be back into this franchise?

I had such a fun time on The Meg that I was really happy to be involved again. I met with the VFX Supervisor Pete Bebb and he showed me the opening lines of the movie and I was 100% in, who doesn’t want to animate a T-Rex and Megalodon?!

How was the collaboration with Director Ben Wheatley and VFX Supervisor Pete Bebb?

The spirit of the film is action and adventure with humour and a few jump scares! I think Ben’s background in horror movies put him in the right place for this film! Ben and Pete did a huge amount of previz before we started on the shots so Ben knew what he wanted and Pete guided him to get the best-looking shots.

Anyone who knows Pete knows what a calm and knowledgeable guy he is. As an ex-facility supervisor he knows the business process and how to get the best results for both the studio and the facilities. We really were a happy team, it really felt like a partnership, and his friendly manner made us want to excel creatively for him.

How did you organize the work with your VFX Producers?

I like to work very closely with my VFX Producers, we are a tight team. Alain Lalanne and Melissa Olsen were excellent. Alain and I did the bidding and the finances and Melissa and I managed the project day-to-day, resourcing the show and planning creatively. Melissa and I had worked together in the past so we had a short hand and a mutual respect. She guided the production at Scanline with kindness and respect.

How did you split the work amongst your and the Scanline VFX offices?

Scanline is a truly global company; we work across multiple time zones. For “The Trench” we had two main teams – North America (NA) and Europe (EU). I headed the NA side while Roland Langschwert and Sebastian Becker were co-VFX Supervisors on the EU side. Roland, Sebastian and VFX producer Julia Smola were a dream to work alongside. They were based in Germany with animation in London. We had some of our FX team in Seoul, we have a very talented team there.

What are the sequences made by Scanline VFX?

We did the opening sequence and the 3rd act – the ending of the film. The opening sequence was my favorite. We set the scene with a prehistoric dragonfly fluttering across screen, an active volcano in the background, then we see a lizard flick its tongue and eat the dragonfly – so begins the circle of life, ending with a T-Rex being eaten by a Megalodon. It was brilliantly choreographed. What a way to open a movie!

The empty beach plates were shot by Pete’s team in Thailand and we enhanced the beach and jungle, adding the CG characters with sand and water interactions. Scanline is famous for its amazing water work and this show does not disappoint. In the first Meg, we had a single breaching Megalodon shot (which took 6 months to perfect). In The Trench there are three breaches, each one more extreme that the other!

The third act was an incredible action sequence starting with the Snappers attacking a holiday resort. Snappers are made up prehistoric characters (imagine super-fast, amphibious Komodo Dragons). This sequence leads with the three Megalodon’s attacking a holiday resort – classic nod to Jaws. Then to add to the carnage, a 100 ft Octopus attacks the floating cabana, picking off people for lunch!

Finally, there is the moment where Jonas (Jason Statham) has a stand-off with Apex the largest Megalodon – Jonas fights Apex and saves his friends who are trapped out at sea in a crashed helicopter.

How does their massive size affect your work?

As I learned on The Meg, the biggest mistake is to make massive characters move too fast as they then start looking miniature. The challenge remains to make this still feel dynamic. If you have ever seen a whale breach or change direction under water, then you will know it is a relatively slow movement. Action sequences in the 3rd act don’t have that kind of time, so we always keep the camera moving.

How did you manage their scale and weight?

Weight and scale are incredibly important when you are animating a 75 ft shark or a 100 ft octopus. This is where the talents of the animation teams come in to play. Christian Liliedahl was the Animation Supervisor on the ‘Octo fight’ sequence and Tom Goodenough was the EU Animation Supervisor for the death rock sequence. My background is actually in animation but I credit those two with all the talent. I would talk to Christian about some ideas and then he would go and embellish them so perfectly. My favourite thing was seeing the animation come to life once we added muscles and the creature FX – a slight head turn or the twitch of a nictitating membrane bought it all to life! These things you only get from a truly excellent animation team.

What was the main challenges with their animations?

As I had done The Meg, I knew the tricks to make sharks look angry and move with intent. But the octopus was harder – octopi are incredible sentient beings. They have a central brain but each tentacle has its own sensors – 8 extra brains if you like. We really thought about this in animation. There is a moment in the film where the octopus hides under the floating cabana and picks off its victims one by one by pulling them from above water to below. So we made sure the octopus was always searching for its next victim, each tentacle working independently of the other.

The Snappers were complex characters – Pete described them as pack animals, like Hyenas. There is a super cool shot in the opening prehistoric sequence where you see 7 Snappers feeding on carrion, fighting each other to get the best bits of the carcass. As the Snappers run up and down the rotting corpse they bite and snarl, climbing over each other. You can see the foot falls of the Snappers indent into the dead dino’s rotting flesh. That shot was one of the hardest in the movie – 7 characters each with their own moment in front of the camera.

What kind of references and influences did you received for their animations?

I found an incredible bit of footage of a shark and an octopus fighting. Its black and white from the early days of documentary film making by the look of it – I showed it to Pete and he showed it to Ben and it became our touchstone for the Haiqi versus octo sequence.

Tricky question, which creature is your favorite?

The octopus was my favourite. I kind of became obsessed with octopi. I did a lot of research. I even bought a frozen octopus – defrosted it and studied it. I wanted to make sure that the octopus felt powerful and dangerous. The tentacles should feel muscular but the surface of the tentacle was more elastic and gelatinous. The suckers had this beautiful, delicate surface to them, I give credit here to the lookdev team. The subsurface scatter and the translucency of the delicate skirt (the area between the tentacles) was done so well that when we came to light it, we had so many passes to play with in comp that we were able to move ahead efficiently once the hero shots had been signed off. Incredibly, octopi can change the surface of their skin to camouflage themselves. These tiny papillae contract and they use chromatophore to change colour. They are formidable creatures.

Which shot or sequence was the most challenging?

The fight between Haiqi and the octopus was by far the hardest. It’s a five-minute beat of thrashing and fighting with complex water sims, octopus ink, blue blood and of course the Meg breaches with the octopus in its mouth! The water FX were astounding, Michele Stocco and his team worked so hard on the breach shots. My DFX Supervisor Ioan Boieriu led the FX and CFX teams, his attention to detail is why these shots look so believable and beautiful. Our mantra was to keep it real and as a result the FX looked better.

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

Due to editorial changes, we were animating the shark and octopus fight with under two months until the film needed to be in the DI. However, Pete was so calm and pragmatic about this sequence. He would say what can we do in the time that we have that will look amazing. We did it together!

What is your favorite shot or sequence?

There is a shot where we see the octopus hiding under the floating cabana. We see a full body shot for the first time– before then it was just a tentacle grabbing at people. So, for me, this was a moment to show the magnitude and grace of this enormous creature. We played with the light underwater, so parts of the body were in silhouette and some tentacles were rim lit. The octopus needed to feel huge, so we worked on strong deliberate writhing movements so he felt threatening – we added depth by having two tentacles in the immediate foreground and then let it fall off into the murky water for dramatic effect.

What is your best memory on this show?

Laughing a lot with Ben, Pete and the overall VFX Producer Gavin Round at the shark mayhem we were creating!

How long have you worked on this show?

18 months from start to finish.

What’s the VFX shots count?

580.

What is your next project?

Top secret for now!

A big thanks for your time.

© Vincent Frei – The Art of VFX – 2023

Our Flag Means Death – Season 2: VFX Breakdown by ReDefine

Let’s go for a trip with pirates in this VFX Breakdown featuring the work made by the teams of ReDefine on the second season of Our Flag Means Death:

WANT TO KNOW MORE?
ReDefine: Dedicated page about Our Flag Means Death – Season 2 on ReDefine website.

© Vincent Frei – The Art of VFX – 2023

Invasion – Season 2: Thrain Shadbolt (VFX Supervisor) and Paul Ramsden (Animation Supervisor) – Weta FX

Back in 2020, Thrain Shadbolt explained to us about the visual effects work done by Weta FX on The Christmas Chronicles 2. He then worked on Hawkeye and Shazam: Fury of the Gods.

Paul Ramsden began his career in animation in 2006. He joined Weta FX in 2013 and has worked on a number of shows, including The Hobbit: The Battle of the Five Armies, Alita: Battle Angel, Jungle Cruise and Black Adam.

How did you and Weta FX get involved on this show?

[Thrain Shadbolt / TS] Weta FX had collaborated successfully with the client on season one, and they were keen to work with us again. Myself and VFX Producer Tom Greene stepped into the new season fresh, but we were lucky enough to have a number of crew onboard who had worked on season one, including Animation Supervisor Paul Ramsden. That would prove very useful, since it meant there was already an established dialogue with the client around how the creatures acted, as well as institutional knowledge in Weta FX as to how we would proceed technically.

How was the collaboration with the showrunners and VFX Supervisor Erik Henry?

[Paul Ramsden / PR] I actually worked on season one with Erik, Matt and the team so I was pretty familiar with them. They are great to work with, always open to input and ideas from our side.

[TS] It was a real pleasure to work with Erik for the first time, and I found him to be very respectful of the work at hand, and our team. In all it was a great collaboration; Erik and his team always made us feel welcome and like an equal partner in the process.

How did you organize the work with your VFX Producer?

[TS] It was good to work with Tom Greene again after many years. The division of responsibilities felt very natural, and Tom’s skill let me as a Supervisor not worry about the logistics of production, but concentrate instead on the creative and technical challenges – which I greatly appreciate.

How did you split the work amongst the Weta FX offices?

[TS] This show was entirely based out of the Wellington office.

What are the sequences made by Weta FX?

[TS] Episode one – A large scale attack sequence with the ‘Worker Drone’ aliens from season one, and a lot of digital pyro. We also did some work with the alien ‘Shard’ in this episode.

Episode two – More alien ‘Spores’ in London, and a new kind of aggressive Spore growing in jars in a secret government lab.

Episode three – A small number of shots in this episode, using Massive to create a large amount of workers advancing on a group of soldiers in a canyon.

Episode four – Major sequence set in Channel tunnel, featuring a Worker alien, then the reveal of the new Hunter Killers (HK) and the ‘egg’ stage of their life-cycle – along with more digital pyro!

Episode six – Luke and family are stalked through the fog by HKs, where we discover the effect his power has on them. We also see ‘HK vision’, from the alien POV.

Episode seven – Small but challenging sequence with HKs in rain, with interactive water FX.

Episode ten – Large scale sequence attack, sequence with HKs in showdown with military, till Luke and other ‘connected’ children bring them down with their powers.

Can you elaborate about the design and creations of the various aliens?

[TS] The Worker alien was inherited from season one, however the Hunter Killer was a whole new design. This was concepted by the Weta FX Art Department, led by Michael Smale, working closely with Erik Henry. When I came on board the design was established, but we then spent some time further developing it as we created the final asset. Areas like the iridescence and blue ‘energy’ glow were areas of enhancement at this stage, as well as the usual work that goes into taking concept images into a functioning, shot ready asset.

How did you enhance the model for the worker alien?

[TS] We started with a 3D model file from the concept artist’s work. This was then rebuilt into a ‘proper’ asset by the modeling dept, with legitimate topology, UV’s etc. At this point fine detailing was sculpted into the mesh, and refinements made with particular attention to how limbs connected to the body, and how their range of motion would work.

Can you tell us more about the Hunter Killer?

[TS] This was an exciting new challenge for us, taking the concepts developed by Weta’s art department, and fleshing them out into a novel and unique creature. The client wanted to differentiate this from the Worker; it needed to have something of a more conventional topology, so it’s nominally a quadruped, but has a set of menacing ‘blade arms’ that it can bring out when required. They didn’t want the HK to be as dark as the Worker, so we added more color and a subtle iridescence to the surface.

However, we did need to show that it was connected to the Worker (literally, since the Worker can become the egg, which becomes the HK…); to this end the HK also has the ‘ferro-fluid’ style patterns moving on parts of its surface. We were able to re-purpose much of the tech developed for the Worker to accomplish this, and the HK also benefited from the development we had done here in scaling up and making this more efficient for season two.

How did you handle their rigging and animation?

[PR] The Hunter Killer puppet (rigging) itself was using our quadruped puppet. The secondary blade arms were rigged to sit in behind and follow the front limbs. We were able to switch spaces when we needed to bring them out when the performance called for it.

The ferro-fluid FX were a big upgrade into our puppet this season. We were able to control the animated textures to a degree to sell the performance of the spikes and ripples in animation. We were then able to publish this information so that FX could use that data to drive their final simulations further down the pipeline.

What kind of references and influences did you receive for their animations?

[PR] To create the animations for our creature, the Hunter Killer, we studied various animals and their movements. We wanted our creature to have the weight and power of bears and big cats, so we observed how they run and stalk their prey. However, since our creature has no face, we also had to rely on our artistic imagination to give it a unique and terrifying appearance through posing and motion.

We also looked at insects and spiders for how our Hunter Killer could traverse up walls and along the tunnel ceilings as we wanted to make use of the blades (secondary front limbs) to cling to the walls. The challenge here was to make them move fast without losing their sense of mass.

What were the main challenges with their animation?

[PR] We faced two big challenges in season two. The first being the sheer number of these things that we see on screen in a single shot/sequence. We developed a few variations of our runs and wall climbs as well as custom animating some hero Hunter Killers.

We also developed ways to work with paths that could be published and rebuilt later on if required. And lastly, we built a variety of vignettes to service specific actions, for example when the Hunter Killers are attacking the gate in episode 4.

The second big challenge was to make the Hunter Killer scary without a face. We achieved this with a combination of posing/motion and the use of the ferro-fluid FX.

How does their dark skin affect your work?

[TS] The HKs were tricky to light, due to their dark shiny carapace that also had an iridescent quality to it, similar to certain insects or reptiles in the animal kingdom. A little like lighting a shiny object like a car, they would sometimes catch problematic highlights.

HDRI capture was always used as the basis of shot lighting, but considerable fine-tuning in Lighting and Comp would be required to get the desired look.

How did you handle the alien crowd shots?

[PR] For both the Worker Alien and the Hunter Killer, we built a variety of vignettes and cycles. This helped us to quickly map out the shot for blocking. We then refined the motion in each shot by hand focusing on the hero action in each shot.

Which alien is your favorite?

[TS] Definitely the Hunter Killer! It was a lot of fun to work with, and we enjoyed figuring out how to portray its various new abilities.

[PR] I like both, But I felt like the Hunter Killer was more action-oriented as the name suggests, so we got to have quite a lot of fun animating that creature.

Which shot or sequence was the most challenging?

[TS] The Chunnel sequence was the most challenging since it was the first sequence to use the new HK asset; we were defining a lot of the creature’s look, abilities, and motion as we completed the shots. It was also a large, complex sequence in its own right.

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

[TS] The Lab sequence in Episode two had some particularly difficult shots where we had to replace on-set assets that were in transparent glass jars with spore-covered CG versions. Integrating the new CG assets into these shots, with multiple layers of reflection and refraction made for some extremely challenging comps. Most of this work will go unnoticed in the final sequence of course!

What is your favorite shot or sequence?

[TS] For me, that would be the Chunnel sequence, where the Hunter Killers are first revealed. A good combination of exciting action and dark menace.

[PR] For me, I really like the beat in episode six where the hunter killer squares off against our protagonists.

What is your best memory on this show?

[TS] When I first saw a test of the Worker Alien puppet running with animated ferro-fluid displacements in our real-time renderer Gazebo. At that point it became clear that we were going to enable a step change in how we visualized these creatures in Animation vs the workflow in season one.

[PR] I think the first time I saw the sequence in episode six where the Hunter Killer corners our protagonists.

How long have you worked on this show?

[TS] We worked on it for a period of at least 9 months, but full production lasted closer to 6 months.

What’s the VFX shot count?

[TS] We completed close to 300 shots for this project.

What was the size of your team?

[TS] The team size changed as production moved through the various asset departments into shots, but we probably reached around 50 crew at peak.

What is your next project?

[TS] I wish I could tell you!

A big thanks for your time.

WANT TO KNOW MORE?
Erik Henry: Here’s my interview of Erik Henry, Production VFX Supervisor.

© Vincent Frei – The Art of VFX – 2023