Deadpool & Wolverine: Dan Macarin – VFX Supervisor – Weta FX

In 2018, Dan Macarin discussed Weta FX‘s involvement in Deadpool 2, and since then, he has contributed to various projects like Aquaman, Lady and the Tramp, The Suicide Squad, and Guardians of the Galaxy Vol. 3.

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

Weta FX has been a part of the Deadpool series from the very beginning. Ryan Reynolds has pushed for people to connect with this character and translating emotions digitally is something that Weta FX does well. I was brought on as Visual Effects Supervisor on Deadpool 2 and through our relationship with Marvel and Ryan’s Maximum Effort team, we were able to continue this work on the third film.

What was your feeling to be back on a Deadpool show?

I was really excited to be part of this film. A lot of us are pure fans of the characters, so being asked to join Deadpool & Wolverine is a dream.

How was the collaboration with Director Shawn Levy and VFX Supervisor Swen Gilberg?

Having been on the last two films, we had a great understanding of what Ryan wanted to do with the character and how far to push his facial emotion and comedic timing, but with this being the first Deadpool film for Shawn and Swen, we had to make sure that everyone was happy with the process and that we were achieving the performance they wanted as well. Shawn and Swen were fantastic in their ability to express what they were after and really worked so well with us and Ryan that it all came together very quickly. If a shot needed an adjustment, Shawn and Ryan would send us videos from their phones performing the line in the way they wanted. Swen gave us a lot of trust that we knew the character and were able to get what the filmmakers were after.

How did you organize the work with your VFX Producer?

As a base, our producer James Worley and I divided the work based on a system we setup on Deadpool 2 around shot complexity. Shots are then grouped by sequence or angles. As with any Marvel project, there are a number of vendors with shared shots and marketing material that often have earlier deadlines, so we’ll try to hit those first so that we keep the train moving as smoothly as we can.

What are the sequences made by Weta FX?

As we were responsible for animating Deadpool’s mask, from subtle movements to large expressions, we worked on nearly every sequence in the film. This involved us doing the facial work, then sending new plates to other vendors, or having them send us their footage so we could go in and do the final comps. But it wasn’t just Deadpool’s mask – our work started in the opening credits, where we replaced Logan’s skull with a more zombified version of Wolverine and having Deadpool interact with it, eventually ripping the skin off to reveal Hugh Jackman’s credit. We added weather effects like snow and mist to shots as well as timedoors and TVA weapons. We also did many scenes in the void, going on a road trip with the Honda Odessey, as well as animating Wolverine’s iconic yellow mask.

What techniques were used to animate Deadpool’s facial expressions under the mask?

We have developed a facial system in Nuke over the last three Deadpool movies. We use a traditional facial setup with nearly 128 facial shapes that we use to drive the mask. We have a ML layer for environmental noise and sound from other actors that we combine with the artist-driven Deadpool motions. We adjust the speed and structure of the movements to match the fabric’s range of stretch and the pressure it takes to move those areas.

How did the VFX artists ensure the seamless integration of digital and practical effects for Deadpool’s mask?

Our idea was always to keep as much of the practical as possible. Ryan has a lot of subtle movements that we’d hate to lose. With this in mind we apply our facial directly to the plates. We don’t do digi-double replacements of Deadpool or Wolverine on any plate we touch. Our system essentially warps, rebuilds, and relights the plate using our facial system to be as true to Ryan’s performance as we can. VFX artists are in charge of both the facial animation as well as the integration so it’s the same person doing both and they know where they break the plate and how far to push it or how much they need to rebuild.

How was motion capture used to enhance Deadpool’s facial animations?

We don’t use motion capture for Deadpool or Wolverine in this film. Ryan is in the suit and we keep the plate, so he doesn’t have the normal facial capture camera rig when he’s performing. We use reference that Ryan will send to us during reviews as a guide in how to do the facial performance, but the rest is purely artist driven.

What challenges did your team face in preserving Ryan Reynolds’ performance through digital enhancements?

Comedic timing is always tricky. Matching Ryan’s personal style of timing requires massive amounts of study. Watching his shot reference when we have it and really just trying to find what makes people connect with him in his performance – this is something our artists are constantly striving to perfect. One of the main challenges we have is the speed in which Ryan moves his eyes and his brows. We can match his timing perfectly, but it will make the mask look like an animated character because it’s too fast and too fluid. The fabric of the mask doesn’t move that way. Our challenge is transferring Ryan’s timing and intent into something that still feels real within the mask.

How did the VFX team design the transitions between Deadpool’s digital and real face?

The artists adjust the timing, the movement, the amount of muscle tension and wiggle using a formula we have designed over the course of the last two Deadpool movies. We have most of the movements down to a science allowing our artists to focus more on performance and less on the technical transition.

What role did lighting and texture play in creating realistic skin and mask effects for Deadpool?

We continue to use the practical mask. We don’t texture or do traditional lighting passes or renders. We relight in 2D to adjust two main issues. At times, we want to make wrinkles or shapes more readable. The other is that sometimes plate lighting causes one side of Deadpool’s face to have light and make the movements more readable than the other side, giving him a more asymmetrical face. While this can be funny at times, it isn’t the performance we want for the scene. With this in mind we will add more light to the mask so that we can keep the intent of Ryan’s performance.

How was the iconic look of Wolverine’s mask digitally created and animated?

Wolverine’s mask was practical. We applied a similar approach to Wolverine’s mask that we do for Deadpool.

What specific techniques were used to convey Wolverine’s emotions through his mask?

Aligning the mask’s motion to the rest of Hugh’s facial performance, we focused mostly on the eyes and the inner brow of his mask. This enabled us to give him a bit more of a classic anger to his facial expression that Hugh does incredibly well.

What challenges arose in animating Wolverine’s facial movements when wearing the mask?

Part of Wolverine’s mask is metal and those sections had to remain almost entirely rigid so that his mask would not feel over animated.

How did the VFX team manage the visual consistency of Wolverine’s claws during close-up shots?

The team on set have a pretty amazing prop that Hugh can hold for reference on the claws. As they are very reflective, it gave us a near perfect guide of what to match.

What tools and software were essential in the creation of facial animations for Deadpool and Wolverine?

We used Nuke and Maya.

What were the main challenges faced when creating set extensions for the film’s diverse environments, and how were they overcome?

The main challenge was figuring out what to fill the Void with. We have so many props from working on Marvel shows and we could put almost anything in there, but we had to narrow it down to the pieces that make the most sense for the sequence and that took a bit of time. There are a lot of easter eggs in there and some that amazingly haven’t been caught yet. Finding ways to transition from different environments but make it feel continuous was also difficult. We had to take the characters from a corn field, to a desert, to a forest within 6-8 shots.

Which environment was the most complicate to create and why?

The corn field – we were mixing a lot of digital corn with plate footage that had wind pushing the corn stalks around, so that was a bit tricky to match and integrate the digital corn with.

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 first shot that we animated Wolverine’s mask for. It gave the shot so much life and you could suddenly read Hugh’s performance. It was a great feeling of success. We all looked at it and were like “Yeah, that’s it, we’ve brought him to life.”

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

I think as a team, we’re proud of the performance we were able to bring to the film. When we hit the perfect comedic timing and just the right expression of Ryan and the audience reacts to it, it makes us very proud ofthe work.

Which sequence or shot was the most challenging?

Tearing the skin off Wolverine’s skull in slow motion to reveal Hugh Jackman’s credit in the opening sequence. A lot of it was very specific timing and art directed, but had to feel real and natural. You want to show a lot happening, but the audience has to find the moment that directs them back to the credit reveal. Those shots are very difficult, but also really fun and rewarding. That shot was a combination of Weta doing the skull and the skin FX, and Framestore doing the FX on the TVA agent and the spine. It was a team effort across that sequence that worked out really well.

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

Not on this project. We had a really great creative partnership with the client. Our creative conversations were a lot of fun and the show was very smooth. It was managed very well.

What is your favorite shot or sequence?

Personally, it was the post credit scene with Chris Evans. I had been working on the show for a while and they sent us an early version of the film and I did not see it coming. I turned to our producer and told him, “We have to work on that!”

What is your best memory on this show?

My best memory is sitting with the team of artists in my office as they say some of the most inappropriate lines from the movie while trying to still stay professional.

How long have you worked on this show?

We worked on the show for about 8 months.

A big thanks for your time.

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

© Vincent Frei – The Art of VFX – 2024

Secret Level

From the mastermind who brought you Love, Death + Robots, Tim Miller presents Secret Level, an anthology that pushes the boundaries of animation!

The Animation and VFX are made by:
Unit Image
Digic Pictures
Goodbye Kansas Studios
Illusorium Studios
Platige Image
Axis Studios
Blur Studio

Creator: Tim Miller
Release Date: December 10, 2024 (Prime Video)

© Vincent Frei – The Art of VFX – 2024

House of the Dragon – Season 2: VFX Breakdown by Rodeo FX

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Step back into the epic world of Westeros with Rodeo FX! Whether you’re flying high with dragons or exploring the grandeur of King’s Landing and the icy expanse of The Wall, their visual effects for House of the Dragon will transport you right into the heart of the action:

WANT TO KNOW MORE?
Rodeo FX: Dedicated page about House of the Dragon – Season 2 on Rodeo FX website.

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

Atlas: Motion Graphics Reel by Cantina Creative

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Step into the future with Cantina Creative‘s stunning motion graphics and holograms in Netflix‘s Atlas. Experience the dynamic visuals that bring a futuristic world to life:

WANT TO KNOW MORE?
Cantina Creative: Dedicated page about Atlas on Cantina Creative website.
Marti Romances & Aaron Eaton: Here’s my interview of Marti Romances (Co-founder & Creative Director – Territory Studio) & Aaron Eaton (VFX Supervisor – Cantina Creative)
Lindy DeQuattro: Here’s my interview of Lindy DeQuattro, Production VFX Supervisor.

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

The Crow

Get ready for a symphony of vengeance. In this exclusive scene from the new The Crow, the haunting beauty of an opera house becomes the stage for an action sequence:

The VFX are made by:
Pixomondo (VFX Supervisor: Moritz Bock)
RISE (VFX Supervisor: Sebastian Lauer)
Scanline VFX (VFX Supervisor: Falk Büttner)

The Production VFX Supervisor is Sean Mathiesen.

Director: Rupert Sanders
Release Date: June 7, 2024 (USA)

© Vincent Frei – The Art of VFX – 2024

Twilight of the Warriors – Walled In: VFX Breakdown by Free-D Workshop

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Journey into the heart of Kowloon Walled City like never before in Twilight of the Warriors – Walled In. Free-D Workshop’s stunning visual effects breathe life into the iconic city, capturing its chaotic spirit and unmatched atmosphere!

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

Deadpool & Wolverine: Matthew Twyford – VFX Supervisor – Framestore

Matthew Twyford explained the visual effects work done by Framestore on Thor: Love and Thunder in 2022. Following that, he participated in the VFX work on Tár and Loki.

How did you and Framestore get involved on this show?

We had previously worked with the VFX Producer Lisa Marra on Thor: Love and Thunder and were keen to join forces again on another huge Marvel show.

How was the collaboration with Director Shawn Levy and VFX Supervisor Swen Gilberg?

There was a long established trust between Shawn and Swen, and it was great to see the VFX team so actively involved in the filmmaking process. This trust in the VFX team spread out to the vendors and it created an atmosphere where we were comfortably showing creative ideas directly from the artists and seeing them presented to the Director and Producers. Most of the team are, of course, Marvel fans and aficionados and it engaged everyone to feel they had a meaningful impact on the film.

How did you organize the work with your VFX Producer?

For us it was a multi-site show with sequences in London, Vancouver, Mumbai and Melbourne. We were lucky to be able to split tasks between multiple Supervisors and Producers as the work was generally quite complicated, with many specific tasks per shot. Having a direct creative and pipeline link with the FPS (Framestore Pre-Production Services, delivering pre-vis and post-viz) team meant we had excellent visibility upstream, which made our preparation efficient. The impact of the actors and writers strikes meant we were always running on a tighter deadline than normal, but splitting the tasks and responsibilities allowed us time to add the extra quality we wanted.

What are the sequences made by Framestore?

We shared the Cold Opener and Logan’s grave sequence with a title design vendor. Then the entire Subway sequence in the City Streets environment including the Oner and Deadpool variant corps. Then we finished up with the Time Ripper sequence.

What challenges did the team face when designing and creating the opening sequence?

In terms of VFX the main challenges were the blood simulations. The blood needed to integrate with the environment, props and all the characters. Warm blood dropping onto snow and spraying over both Deadpool and the TVA MinuteMen meant a lot of accurate body tracking. Large sections of the MinuteMen were updated with ongoing continuity damage and some were completely digital doubles.

How were practical effects integrated with digital effects in the gore scenes?

For most of our sequences the gore was entirely CG with SFX focusing on the environment (snow and haze) and the rigs for the cameras and stunts.

Can you describe the collaboration process between the VFX and stunt teams?

Safety was the main priority for these extremely complicated stunts. The collaboration with the stunt team and wardrobe was mostly to minimise any potential for injuries by adding CG versions of Katanas, holsters and handguns in post. We also added most of the Deadpool eye patches as they severely limited visibility, and the stunt team needed the extra peripheral vision working amongst so many simultaneous fights. There was plenty of wire, rig and matt removal for the paint and roto team to showcase their talents.

How did your team recreate the New York City inspired environment for the film?

The huge set covered a full block and we knew we would be looking down every street at some point across multiple sequences. We followed a plan from the Art Department for the next few blocks out and then generated more of the city beyond that. The far horizon was a full 360 degree digital matte painting. Once the general layout was in place we added infrastructure and a harbour and then textured to match our wet down look from the shoot. All the windows, shops and streets were then rigged for nighttime lighting as well.

Were there any real locations used for reference?

We used a lot of feel, look and dressing cues from Stanton Street, Lower East Side, New York.

How was the lighting designed to enhance the New York environments?

Shooting set exteriors in London during mid winter across many weeks gives you quite a few lighting variations! On set the lighting was controlled to give a flat even look but we found when we rolled that out into the city extensions it looked incredibly dull and gloomy. To give us some contrast and punch to the images we added a watery sunlight to the distant city and digital set extensions playing the shots with a higher contrast while keeping the foreground action in the shaded areas.

How were crowd scenes in New York populated with digital characters?

All the crowds were bluescreen live action elements shot specifically for the action, angles and costumes needed for the sequences. We then used a Nuke particle rig that we designed for Loki S2 to populate the streets taking into account the geometry. Cars, trains, vans and buses were all digital assets to match the on set vehicles.

How was the continuous shot filled with multiple Deadpools achieved?

The ‘Oner’ used pretty much every stunt, SFX and VFX trick in the book. After months of preparation with the stunt team and FPS previs we shot the sequence as four distinct motion control sections of a single long pass. For each section there were 20-30 stuntmen and women in a carefully choreographed routine with every fall, dead body and flying exit blended into the next section where the stunts would reset and go with routine 2 and so on. For each section there were multiple wires and rigs for specific stunts. We shot over 80 passes in all covering SFX pyro, props, clean plates, additional characters, damage and breakaways. We then threaded into the action new CG characters, blood, and stunts to keep the relentless pace from flagging and keep continuity cues with the rest of the sequence edit.

How did you create the various versions of Deadpool?

We had built Deadpool and Wolverine digital doubles and we knew we might need alternates early on, so we rigged our assets with random size and colour controls. We then modelled and textured to match all the damage alternatives seen throughout the show. This gave us the base for all the ‘Duplicates’ that look mostly like our hero Deadpool. During the last day of shooting costumes came up with more ‘Variants’ for the bluescreen crowd shots and everyone loved them so much we built some more digital doubles so we could add them into the sequence where the bluescreen elements could not be used.

Can you tell us more about DogPool?

We created a full digital version of Peggy to cover any missed opportunities in the shoot, but she performed fantastically on set and we had footage for her in every shot including the leaps and jumps. She wore the costume and the booties with no problem and although her time in the film was extended by demand we only used the digi a few times. Having the asset massively helped us when we needed to add the ‘Doggles’ as we had a fully rigged asset with groom and dynamics that matched her perfectly. So in most of her shots she is really there in the plate, but with the ‘Doggles’ and eyes from our digital asset.

What was the inspiration behind the design of Cassandra’s visual effects?

Cassandra’s mind reading powers were inspired by a comic book frame. Our task was to recreate the effect as a close up, photoreal, extended cut sequence.

Can you explain the process of designing Cassandra’s powers visually?

We approached this as three separate tasks:

Firstly – How to animate Cassandra’s hand to work with the performances in the plate. This was a classic animation task and was led by Jye Skinn and his team in Vancouver. He liaised with the creature team in London to build a custom animation rig that could give control of all the deformations to the animators.

Secondly – What sort of simulations do we want and where? This was much trickier as her hands and fingers react with some things as a physical collision and others as more of an intersection, with transitions between those two types of movement. The creature effects and simulation effects teams nailed this for us bouncing between Maya and Houdini.

Lastly – How to make it look photo real in closeup and not suffer from the uncanny valley issues. This was solved by starting with a very, very good digi double of Matthew Macfayden. Lighting and lookdev pulled out all the stops to make the skin a perfect match to the character, and then went further to develop the dynamic look changes when skin is stretched and creased. Finally, we had some talented modellers do final shot sculpt passes for cleanup and to add more subtle animations referenced from the footage.

What techniques were used to simulate the atomization of Cassandra?

Cassandra’s atomisation was a developing effect. We ran through a gamut of looks from the gruesome and bloody, to anatomically correct sandblasted face, through atomic particles to full radiation obliteration. Everything was linked back to Emma’s performance and the need to find a balance of violent storytelling and the understanding that she was not recovering from this moment. The final was a mixture of particles (atoms) being stripped from her, mixed with the sandblasted layers of skin peeling away, softened with the plasma glows and internal heat glows that make it a bit less visceral.

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 first time we saw Dogpool’s goggles working well with her magnified eyes was a great moment. I think there was a lot of concern that it may not add value as everyone had been so impressed by Peggy’s performances in front of the camera, and it took a long time to develop the ‘Doggles’. Then we saw the renders working and it brought out so much more of her character, it was such a positive moment for everyone in the VFX teams. Previously her eyes were always occluded by her hair and the VFX animation just brought her into the same space as Ryan and Hugh in terms of her performance.

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

For me it would be the Cassandra/Paradox interactions where she ‘rummages’ around inside his head. An extremely tough creative and technical visual effect that I think works so well with the storytelling and cinematography. You really feel Paradox’s discomfort.

Which sequence or shot was the most challenging?

Definitely the ‘Oner’. Over 80 passes of motion control shot outdoors across three weeks of a British winter. This included extremely complicated stunt choreography, extensive special effects and meticulous planning from previs, shooting, postvis and finally VFX. Then there was some incredible rig/mat removal from the paint team, full body tracks on over 90 characters over 6000 frames and intricate stitching of all the passes by the comp team to blend all the multitudinous lighting situations when shooting dawn to dusk over so many days.

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

The sheer amount of tasks needed on the ‘oner’ stunt fight in the Deadpool Corps sequence (around a thousand individual tasks)

What is your favourite shot or sequence?

The sequence where Cassandra pushes her hand and fingers through Paradox’s head in full close up and nowhere to hide detail. We hoped to really make the audience squirm as if they were experiencing this themselves.

What is your best memory on this show?

Presenting DogPool in her new ‘Doggles’ for the first time to the Marvel Studios team, and getting such a huge positive reaction.

How long have you worked on this show?

15 months.

What’s the VFX shots count?

Framestore’s VFX teams worked on around 400 shots in the final film.

A big thanks for your time.

WANT TO KNOW MORE?
Framestore: Dedicated page about Deadpool & Wolverine on Framestore website.

© Vincent Frei – The Art of VFX – 2024

Uglies

In a future where beauty is mandatory, what will you sacrifice to stand out? Discover the chilling world of Uglies—watch the trailer now and prepare for a journey where perfection has a price:

The VFX are made by:
Ghost VFX (VFX Supervisors: Martin Gårdeler, Jessica Norman. VFX Producers: Caprice Van Arsdale, Monique van Buitenen)
Crafty Apes VFX (VFX Supervisors: Nick Spier, Steve Dinozzi. VFX Producers: Sara Tremblay, Andrew Prescott)
Fin Design + Effects (VFX Supervisors: Will Towle, Roy Malhi. VFX Producer: Haris Kruskic)
WeFX (VFX Supervisors: Seth Martiniuk, Mo Ghorbankarimi. VFX Producers: Amanda Lariviere, Steve Stransman)
Monsters Aliens Robots Zombies (VFX Supervisors: Ryan Freer, Justin Bunt. VFX Producers: Michelle Aseltine, Armit Dhinsa)
Mammal Studios (VFX Supervisor: Gregory D. Liegey. VFX Producer: Michele C. Vallillo)
Wylie Co. (VFX Supervisor: Jake Maymudes. VFX Producer: Kris Drenzek)
SSVFX (VFX Supervisor: Ed Bruce. VFX Producer: Laura McDowall)
BOT VFX (VFX Supervisor: Sean Pollack. VFX Producers: Natasha Anne Francis, Swetha Madapuri)
Perceptual Motion Pictures (VFX Supervisor: Richard Malzahn)
Incessant Rain Studios (VFX Supervisor: Rameshwor Shrestha. VFX Producer: Kiran Bhakta Joshi)
Alkemy X (VFX Supervisor: Jep Hill. VFX Producer: Daniel Toomey)

The Production VFX Supervisors are Janelle Ralla and Aldo Ruggiero.
The Production VFX Producers are Magdalena Wolf and Sarah Vinson.
The Production Associate VFX Producer is Julie Brown.

Director: McG
Release Date: September 13, 2024 (Netflix)

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

The Union

Prepare for adrenaline-pumping action in The Union and watch Mark Wahlberg and Halle Berry tackle high-octane stunts in this really cool featurette!

The VFX are made by:
Cinesite
Red Visual Effects
Lola VFX
August VFX
Artful FX

The Previz and Motion Graphics are made by:
NVIZ

The Production VFX Supervisor is Adam Rowland.
The Production VFX Producer is Wendy Garfinkle.

Director: Julian Farino
Release Date: August 16, 2024 (Netflix)

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

Dark Matter: John Heller (Production VFX Supervisor) & Marjolaine Tremblay (Production VFX Producer)

Back in 2019, John Heller discussed the visual effects crafted by FuseFX for season three of True Detective. He later contributed to The Good Doctor, Alienated and Winning Time.

Marjolaine Tremblay launched her visual effects career at ILM in 1994 and has since contributed to a wide range of projects, such as Game of Thrones, WandaVision, Foundation, and The Witcher.

What is your background?

John Heller // The simple answer is Photography. My father introduced me to photography at a young age by gifting me a Chinon camera body with a couple of lenses, all of which I still have. I couldn’t get enough of it and shot everything around me. Then one day the camera took a backseat to a guitar. I spent years writing and touring with various bands around the US and Europe; shooting every bit of it along the way, of course until, at one point, I grew away from that for various reasons. Making the opposite swap, Guitar for camera… I began formally honing my photography skills as an apprentice for an Architectural Photography and design firm, learning from experience alongside some brilliant mentors; eventually shooting my own work. It was during this time that I began working with Photoshop and other Digital Tools, then compositing tools and eventually joined some friends who happened worked in field called visual effects, whatever that was. I showed up at my interview with having zero experience in VFX but with a photography portfolio that I suppose was decent enough. And almost 30 years later of touching almost every discipline along the way…. Here we are.

Funny, I’ll never forget seeing a show called “Movie Magic” when I was a kid where they showed Superman on a table draped in what they called a “blue screen” and the camera-projection systems used to achieve optical composites. I was as fascinated by that as I was confused. Those pioneers inspire us today and surely felt that familiar thrill when faced with challenges and the satisfaction of solving the many puzzles that frequently come with our line of work.

Marjolaine Tremblay // I started my career with a spark of creativity as an Animator. It was a thrilling ride that I very much enjoyed. It wasn’t work, it was passion at its best. The camaraderie, the fascination we had for movement, performance, and story allowed us to bring characters and creatures to life. These early experiences honed my observational skills and creativity. However, my drive to be deeply involved in the broader scope of a project led me to production. My love for organization, numbers, and solving the intricate puzzles of production became my new passion. The transition was and still is very fulfilling, allowing me to channel my excitement into orchestrating complex projects and overcoming the myriad challenges that come with it.

How did you get involved on this series?

John Heller // I was called in by producers who asked me to join the project in September 2022, during the later phases of pre-production, about a month or two ahead of principle photography.

Marjolaine Tremblay // I was brought on during the preproduction phase. My role began diving into breakdowns, budgets, and bidding vendors, and I was very fortunate to stay on until the very end of the project. Being part of that journey was nothing short of inspiring.

How was the collaboration with the showrunner and the various directors?

John Heller // As we all know it can be difficult to navigate the water’s when production families form.

From the beginning there we all put and emphasis on teamwork and common goals, with a healthy respect for what each department brings to the show. Particularly with showrunner Blake Crouch his partner in crime Jacque Ben-Zekry; both very interested in how VFX works, the techniques involved and the role of VFX in the show. Dark Matter presented a particular challenge of how to maintain visual continuity amongst it’s many unique worlds. We worked closely with the Show Runners, DPs, Production Designers and Directors to ensure cohesive stylistic traits of otherwise very different worlds across all episodes.

Marjolaine Tremblay // Most of my work was remote, so it added some challenges during production, especially when everyone was on set. Despite the remote work challenges, my days were dedicated to supporting the team remotely through various communication channels. I had to be very adaptable to the situation. I did fly out to set for a few of the production meetings and attended others via Zoom. My rapport with the showrunner solidified during post-production through our VFX reviews, creative and production discussions.

How did you organize the work between you?

Marjolaine Tremblay // John and I quickly built a deep trust and understanding, combining our unique experiences to create a seamless workflow. Our different work experiences were quite complimentary. An example of the workflow was that I would do a first pass at the script breakdown while he would have scouts or various department departments on sets. We would then synchronize our efforts revising numbers and methodologies together. I would then start bidding vendors while he was supervising the set. During that time, I was also prepping for post, setting up Shotgrid (now Flow), and onboarding and expanding our post-VFX team while he was fully immersed in shooting. Our VFX post team was comprised of VFX editor (Marla Bechtel) and Assistant VFX editor (Jason Stewart), Project Manager (Djochoua Belovarski) and coordinator (Eloise Fassler). They became a vital part of this well-oiled machine.

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

John Heller // The most important aspect is quality of work. We always strive to achieve work of the highest quality and look to hire those vendors in whom we are confident can achieve this. We had worked with great talent on this show, partnering with MPC, FOLKS, FuseFX, Digital Domain, Ghost VFX and Papaya VFX.

The process begins with a list of vendors which are a mix of those with which we’ve had positive experiences and others less familiar to us but who have an outstanding legacy for creating the type of work the show requires. Frankly, with around 60 years in the business between Marjo and I, it’s impossible to not know someone at almost every facility which is very helpful. As we factor in all the considerations the Initial lists are narrowed into two to three main vendors who are equipped to take on larger bodies of complex work and a few boutique shops that excel in some specialized area or are otherwise very efficient or adept in certain disciplines. This list may expand a bit as the show moves forward depending on changes in the scope of work, tracking delivery schedules and vendor capacity.

Past experiences with vendors and relationships are also important. Being familiar with the talent who are doing the work is helpful, allows an under the hood view of how a particular project is being handled and allows for straightforward and honest conversations. Trust matters. It is also wise to listen closely to what our Production Executives offer on this. Most have a vast experience with large numbers of vendors across many productions and are happy to recommend those with which they have had good experience.

Marjolaine Tremblay // Good question. Selecting vendors was a thrilling challenge! We picked vendors based on a multitude of factors. We assessed capacity, budgets, experience, risk, and trust but also embraced new opportunities. It all played a big part in our selection. Our lineup of vendors (MPC, Folks, Fuse, Digital Domain, Ghost, Captured Dimension and the new kid on the block, Papaya VFX) was a blend of seasoned expertise and creative experience.

Can you talk about the collaboration between the VFX team and the directors to achieve their vision?

John Heller // The broad picture of the visual tone of the show the basic elements within any given script or scene are generally outlined during pre-production, however, much is honed as each director brings their own unique ideas to the project. The creative process doesn’t happen in a bubble and always involves other factors; script evolution, technical challenges, location limitations, the DPs creative and technical processes, and (dare I say budget) play a role in finding the best approach. As we work toward a common goal, we try our best to be solution oriented. I hear too often from others about past experiences with VFX being too costly, time consuming and limiting…. a necessary evil. Our team works hard to be sure we are not seen as a roadblock to be avoided but as essential, supportive talent and tools that expand what’s possible giving Directors a larger canvas and the freedom to do so with fewer restraints.

Marjolaine Tremblay // The vision for the series evolved very organically in my opinion and came from many sources. It grew stronger throughout the production. The directors and showrunner really led the way, and the collaboration between departments and vendors alike had a big hand in creating the vision in a symbiotic way. The directors and showrunner were very trusting of our team to come up with solutions to make their visions a success. It was a collaborative effort. In VFX, we are lucky that we are deeply involved in the processes of creating, from ideation to the final post.

Can you discuss any specific inspirations or influences for the visual design of the series?

John Heller // Blake’s novel provided as much a visual blueprint as a narrative one. Within that are the puzzling ideas based in real physics (which I am still trying to understand), and the desire to express those in some tangible way. This can be seen in the choices made for portraying the physical form of the box and its corridor as well as the effort made in ensuring that the somewhat fantastic vision of alternate worlds remain familiar, natural; plausible.

What role did pre-visualization play in planning the VFX-heavy scenes?

John Heller // We had an in house VFX Design team comprised of several concept, layout and previs artists who worked closely with the production designers all throughout production. Previs played a major role in bridging the gap between initial concept design and how that would be carried through and expressed as final Visual Effects. Our teams work was essential in planning through translating stage diagrams, location data and visual reference into visualization models, schematics and animatics to determine lensing, camera angles, prop layout, special effects needs, etc.

What were the biggest challenges in creating the visual landscapes of different dimensions?

Marjolaine Tremblay // From a production perspective, it was the one-off worlds that we visited for just a few seconds, worlds that needed to convey profound emotions or states of mind mirroring the character. It’s a lot of effort and trial and error. I do hope we get to return and delve deeper into some of these worlds to establish them further. There are so many possibilities

How did the team ensure visual consistency across different realities?

John Heller // The nature of Dark Matter, with all of it’s separate worlds presented a huge challenge in maintaining visual cohesion. Simply put, how do we create so many worlds (at the start of production I think there were over 21 worlds?) that all seem to fit in the same series.

As initial ideas evolved visually, we had to create the right tone of each unique world based on that narrative while keeping them closely related, visually. We worked through hundreds of variations of concepts for each world, created color palettes and other tonal standards that acted as a base line. One thing we really wanted to avoid was anything feeling too sci-fi or fantasy, rather worlds that exist across a spectrum of tangential realities that share a common tone, all feeling grounded in reality,

Important input in our effort towards adherence to reality, even if in a theoretical sense, came from working closely with a Professor of Physics, introduced to us by Blake, who guided us as to what would occur in many of the world’s. Many elements and details were included because of how nuclear war, weather, changes of atmosphere (or lack of one altogether) and shifts of other natural phenomena might affect natural occurrences, shape their appearance and our interaction with them.

Another factor we had to consider was which of the worlds do our characters merely peak into whilst being frustrated by their efforts to assert control over their circumstance, and those they step into, exploring deeper. Many worlds, like Ash World, the aftermath of a nuclear war, Snow World (as we called it), and Utopian Chicago required fully CG environments, buildings, and large amounts of fluid simulations, rigid body and atmospheric FX work.

Marjolaine Tremblay // Chicago and the characters were our bridges, connecting these diverse realities in a coherent and compelling way.

How did the team simulate the destructions of alternate realities?

John Heller // The implosion of downtown Chicago in episode 04 was a lot of fun to create. Honestly, it felt like the easiest to conceive while being one of the most technically involved. Although set along Lakeshore drive, downtown Chicago, the scope of this scene required an alternate shoot location settling on an unlikely section of downtown Gary, Indiana. A blessing in disguise, this offered us just enough of a postage stamp of one building and a parking lot upon which the actors could move through and a blank canvas for our VFX team to build out. Our team scouted the location multiple times collecting lidar, videos and other data to create mockups and animatics as proofs of concept which later worked as a guide for our friends at MPC who did such an incredible job.

The Chicago building assets were crafted by MPC in Maya using data from on-site lidar and photogrammetry. Weathering, dilapidation and Ash layers were also applied using Maya while SideFX’s Houdini was employed to execute the demolitions. Proxy simulations served as drivers for the final hero simulations, leveraging Houdini’s Rigid Body Dynamics (RBD) solver and the advanced guided simulations workflow. Secondary effects, including the simulation of small debris, rocks, and volumetric ash layers, all advected by the collapsing structures’ motion. Extensive digital matte painting (DMP) and FX work further enhanced the sequence, creating a crumbling downtown area and an ash-covered Lake Michigan.

Recreating Lake Michigan covered in several feet of ash posed both technical and creative challenges and was initially developed using our proprietary ocean asset, mpcOcean. This tool allows for rapid creation of oceanic layouts based on Beaufort scale values. Through mpcOcean, Layout Artists can efficiently adjust parameters such as wave direction and wind speed, and apply additional overrides as required. The mpcOcean asset is then handed off to the FX artists who integrate additional interactive layer of ash and other material. Utilizing Houdini’s FLIP (Fluid-Implicit Particle) Tools in conjunction with our assetized mpcOcean parameters, we quickly produce accurate fluid simulations that match the predefined oceanic layout. 

For Ash Lake, an additional layer of particulate simulation was essential to replicate the thick, granular texture of the lake surface. Our artists first simulated the lake’s surface motion, including wave interactions with the concrete shoreline, which served as a force to advect overlaid particles which were simulated using Houdini’s grain solver to drive accurate tumbling from wave dynamics and surface cohesion.

How were lighting and color schemes used to differentiate between various realities?

John Heller // Each world had its own narrative beats with lighting and color characteristics influenced by the sequence’s emotional tone, existing weather or unusual natural phenomena created by some event or environmental shift. The shows wonderfully talented DPs, John Lindley and Jeff Greeley crafted these cues, in concert with Blake’s literary descriptions that guided early concepts and underpinned the entire creative from start to finish, including an entirely unique set of LUTs to emulate each during principal photography. The same LUTs then used as reference for Post VFX work. The earie, golden light of Ash world; the icy blue tundra of a frozen Chicago, the inviting warmth of Utopian Chicago; it’s beautiful sunsets viewed from a mile high restaurant; and the lonely expanse of the endless black corridor.

Marjolaine Tremblay // Lighting and color were some of our biggest challenges. In certain worlds color and light were pushed near the breaking point but were also used to evoke specific emotions and enhance the story. It was a balancing act of pushing boundaries, testing limits.

How did the team handle the logistics of filming scenes with character doubles?

John Heller // There is a seeming endless number of Jasons in the scripts, a numerous amount that eventually landed on screen, but in the end, we created about six different versions as hero, in camera versions and another dozen or so variations for the wider crowd of Jasons in the season’s final episode. The planning of who, when, which, and where we needed split screens, blues screen work, face replacement or fully CG Digi-Doubles was often based schedules of hair and make-up which largely determined which, and how many versions we could fit into our shoot schedules. Working with the Assistant Directors and other department heads we mapped out the schedule of character versions and planned a technical approach for each scenario.

Marjolaine Tremblay // The multi-Jason scenes were a monumental task and the most difficult part of the journey from a production standpoint. Scheduling scans, the short shoot schedule for the scene, availability, and even the strikes did not play in our favor. We were unable to shoot additional material, so we had to come up with effective solutions to the problem at hand. The effort to match the stand-ins to the subtleties of movement and proportions of Jason (Joel) was immense, but our team’s dedication turned a complex challenge into a brilliant execution, a testament to the skill and perseverance of everyone involved.

What techniques were used to seamlessly integrate actors with their digital doubles?

John Heller // We approached each sequence differently, employing techniques that best fit each scenario. Common considerations that factor into this are character proximity, action and interaction with one another or other elements within a scene. Multiple passes of Jason, whether blue screen or split screen elements were used as much as possible to capture the actor’s performance, particularly when we are up close and personal; for instance, when Jason sits opposite himself speaking pages of lines across the table of a small barroom booth. Other moments required CG face, head or full body replacement for actor doubles or stunt doubles; as in the car crash when Jason looks to a closeup point of view of his fully CG self, courtesy of Digital Domain. Fully CG Digit-doubles were used in other cases like underwater shots where Joel and Amanda are trapped, drowning in a sinking box. We built these assets from multiple scanning sessions with Joel Edgerton and Alici Braga capturing varieties of costumes, hair and makeup covering full body poses and FACS for facial expressions and speech using a mobile scan truck that sat with us on location long enough to accommodate access to the various Jasons.

The most complex scene is the climax in episode 09 where our Dessen family make their slow march through a crowd of Jasons toward the box only chance of survival. The final cut, nearly fifty shots of a very slow move through more than seventy-five Jasons, all highly recognizable, required a number of techniques to accomplish our goal.

About thirty Jason doubles populated the space which gave principal talent something to react to, establish eyelines, etc. Joel acted against stunt doubles for moments of physical contact. Either Face, Head or Full body replacement was required for every double and an additional 45-50 CG digi-doubles were created to fill out the space. We also shot a library of bluescreen elements of Joel acting out various portions of the scene and multiple camera passes of Joel performing more dramatic moments to be composited later as split screens.

Were there any particular scenes that were especially challenging due to visual effects requirements?

Marjolaine Tremblay // Ash World, Snow World, and the multi-Jason scenes each had their own challenges to overcome. The challenges ranged from color or the lack thereof in a deteriorating cityscape to lighting and snow interaction or a postage-stamp set. In some instances, time and the impact of the strikes were not in our favor. Hats off to the vendors and everyone involved for pulling it off.

How did you balance practical effects with CGI to enhance the storytelling?

John Heller // Our special effects friends are always great partners usually interfacing with one another to either help their work look more dramatic (bigger… much bigger explosions!!!) or to build a footprint of practical material with which the actors can interact, and we can expand upon which is precisely the case with Dark Matter. Ryan Evans and his team blew dirt and ash covering nearly half a block of roads, sidewalk and portions of building for Ash World, covered an extensive footprint of blowing snow and atmosphere for our Polar Chicago landscape, and designed and fabricated a complex dump tank system for our underwater corridor scene, in which, btw stunt actor’s safety was very much at stake. My hats off to those guys.

What were some innovative techniques used to create the series’ visual effects?

Marjolaine Tremblay // Innovation is VFX….

Were there any unexpected challenges that arose during post-production?

Marjolaine Tremblay // For me personally was working remotely, miles away from set and the post office. Connecting to the server was also a bit of an issue at times. Conducting our daily scrums and online reviews kept us on track, though nothing quite matches the immediacy and depth of face-to-face collaboration. Information is not always transferred and received the same way via digital channels. We did do our best to keep it as seamless as possible, and everyone worked hard to keep the communications channels open.

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

John Heller // That we achieved creating dramatically different environments that all felt grounded, without pulling the audience out of the narrative.

Marjolaine Tremblay // Without a doubt, I’m most proud of the incredible team behind the visual effects. It takes extraordinary talent and relentless dedication to move mountains! I’m grateful for the collaboration through all the trials and tribulations. It was this collective resilience and creativity that made every hurdle worthwhile. Go team go!

Tricky question, what is your favorite shot or sequence?

John Heller // Wow, that Is a tricky one to answer given the nature of this show. Each scenario was so unique creatively, presenting wildly different challenges. Kind of like choosing a favorite child…

I must say that I get a great thrill out of the city destruction in episode 04, Ash World. It’s high energy and the effects work is just brilliant. There… did I avoid picking a favorite?

How long have you worked on this show?

John Heller // I started in Sept 2022 through March of 2024.

Marjolaine Tremblay // About 1.5year

What’s the VFX shots count?

John Heller // Good question. Marjo?

Marjolaine Tremblay // My last count was 1535 shots.

What is your next project?

John Heller // I am currently finishing up post on an AppleTv+/RSA production and hope to begin prep on my next project, which I can’t announce just yet, sometime in October.

Marjolaine Tremblay // Can’t say yet.

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

Marjolaine Tremblay // What a hard question. There are so many great productions out there that inspire me. “Star Wars” was the second movie I saw in theaters, and I was hooked. I wanted to create holographic creatures battling on a board game or make spaceships fly when I got out of the theatre, it sparked my love for miniatures and animation. The short animated CG film “ Tony De Peltrie” opened my eyes to the possibilities of CGI. I’ll stick with these 2 for now ?

A big thanks for your time.

WANT TO KNOW MORE?
Digital Domain: Dedicated page about Dark Matter on Digital Domain website.
FOLKS: Dedicated page about Dark Matter on FOLKS website.

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© Vincent Frei – The Art of VFX – 2024