Tag Archives: VFX supervisor

Behind the Title: BlueBolt VFX Supervisor David Scott

David Scott is a visual effects supervisor at London-based BlueBolt, an independent studio that provides VFX for television and film.

“It’s run by a great bunch of industry pros, a lot of whom I’d worked with before in previous companies, like MPC,” explains Scott. “What is nice about being in a smaller company is the scope of work you get to do and the types of films and projects you work on. Your involvement in it is much more than in bigger studios, where things are much more departmentalized. Plus, you get to know almost everyone in the company, which is definitely not the case in bigger ones.”

Let’s hear more from Scott…

What does the role of VFX supervisor entail?
My primary responsibility is to ensure that the director’s vision and expectations are brought to fruition. The process can start during preproduction, where we break down the script, discuss approach to shooting and identify where VFX may be required. Collaborating closely with the production team, we plan the shoot to capture the necessary elements for the shots.

David Scott

The Great

Once the shoot concludes, my focus shifts to the post phase at BlueBolt. Here, we discuss the specific requirements for each shot and plan our approach. Throughout the VFX process, we maintain regular reviews with the director. Our involvement extends into the digital intermediate stage, ensuring our contribution until the final shot is graded and officially locked. It’s a comprehensive journey from initial concepts to final shots, with constant collaboration to achieve the desired look.

What would surprise people the most about what falls under that title?
The number of meetings and reviews each shot has before it’s presented as final.

How long have you been working in VFX, and in what kind of roles?
I have been working in VFX for 20 years. I’ve worked in different companies throughout my career, mainly in London but also for a number of years in New Zealand. I started in the rotoscoping department, moving into prep and then compositing. Within compositing, I’ve been a lead and a comp supervisor, and for the past three years I’ve been VFX supervising.

The Great

How has the VFX industry changed in the time you’ve been working? The good and the bad.
So many aspects have changed, but the first thing that comes to mind is that the scale and complexity of projects has grown massively throughout my career in VFX. Before, a 300-shot show would book out a whole facility, whereas now the larger VFX houses can handle multiple shows, each with thousands of shots.

The upside is that we’re tackling more ambitious projects, pushing the boundaries of what’s visually possible. However, the downside, is that timeframes haven’t kept pace with this expansion. The challenge lies in delivering high-quality work within the same, if not tighter, schedules.

Do you like being on-set for shots? What are the benefits?
There’s a unique energy and immediacy to the on-set environment. Being there allows for instant problem-solving, better collaboration with the production team and an intuitive understanding of the director’s vision. It’s all about soaking it up and ensuring the VFX fits seamlessly into the shots.

What do you see as a big trend that is happening now or maybe is on the verge of happening? Is it AI? If so, what are your thoughts on how it could be used for the good and not the bad in VFX?
Absolutely, AI and machine learning are undeniably making a significant impact on the world of VFX. While headline-grabbing applications like deepfakes and de-aging are understandably in the spotlight, the benefit of AI across the whole VFX workflow will bring massive gains.

David Scott

The Great

As these technologies develop, there’s immense potential for efficiency enhancement, optimizing the day-to-day processes. When integrated thoughtfully, AI has the power to become a valuable ally, boosting productivity and increasing creativity in the VFX industry.

Did a particular film inspire you along this path in entertainment?
There are so many from my childhood, but the standout is Who Framed Roger Rabbit. I remember they promoted it with a lot of behind-the-scenes information about the technology and techniques used, which I found so fascinating.

Where do you find inspiration?
My inspiration comes from everywhere. Reference is key when tackling shots, so I enjoy delving into stock footage sites, exploring YouTube and referencing other movies.

What’s your favorite part of the job?
I love that every show comes with its own set of challenges to solve, both technical and creative. Working with so many talented people, sharing ideas and developing them together is my favorite part.

If you didn’t have this job, what would you be doing instead?
Definitely graphic design. I studied graphic design at college and worked doing that for four years before making the jump into VFX.

David Scott

The Great

Can you name some recent work?
I’m currently working on Nosferatu. Previous work includes, The Northman, The Great (Season 3), Avengers: Endgame and James Bond’s No Time to Die.

What tools do you use day to day?
Most of my day is spent in RV reviewing shots and in ShotGrid for everything else show-related. And if I need to work on specific shots, I’ll use Nuke for compositing.

Finally, what do you do to de-stress from it all?
When I’m mid-project, I find it hard to fully switch off, so exercise becomes key to relieve the stress. And if I have free time, the weather is good and the stars align, then I’ll play some golf.

Ross Wilkinson

Behind the Title: Framestore VFX Supervisor Ross Wilkinson

Ross Wilkinson is a VFX supervisor at Framestore, a creative studio that offers a range of visual effects, production, direction and post production services. They are based in London but have offices around the globe.

We reached out to him to find out about his path and workflows…

Can you describe your role as a VFX supervisor?
A VFX supervisor will have a presence on a production from inception through to final pixel. This means a supervisor would be involved with pitching treatments through to bidding, preproduction, some more bidding, shoot planning and attendance, a bit more bidding, post and then final delivery back to the client.

To put it simply, a VFX supervisor needs to see the bigger picture and is responsible for interpreting and communicating effectively to the team to ultimately deliver on the client’s creative vision.

Ross Wilkinson

McDonald’s

What would surprise people the most about what falls under that title?
I am not sure this answers the question, but something that you realize quickly when you step into supervision is that everybody is better than you ever were at any of your chosen disciplines at any point in your career to date.

The job becomes about using and tapping into those individuals and their skill sets. It is about listening to what they have to say in order to make the right calls at the right time. Ultimately, a supervisor works for the team to give them the platform to succeed and not the other way around. You need to leave any past comforts and ego at the door.

How long have you been working in VFX and in what kind of roles?
I have been working in visual effects for almost 15 years. I started my career at Double Negative (DNEG) as a runner in 2009. I was eventually promoted into a matchmove role and then into a lighting/generalist position.

Being an ex-runner and a generalist is quite the potent mix. The generalist position crosses into multiple departments and being an ex-runner means you know pretty much everyone in the building, so it makes traversing those worlds much easier. I eventually started supervising as part of DNEG TV and then took a role at a smaller facility (Lola Post) as VFX supervisor and 3D head of department in 2019 before joining Framestore at the end of 2022.

How has the VFX industry changed in the time you’ve been working? What’s been good? What’s been bad?
There have been some incredible changes in the industry within the last five years, let alone the last 15. Obviously, there have been notable technological shifts recently with the use of real-time in-camera VFX being implemented into productions and, even more recently, the integration of AI within VFX workflows. There will always be new emerging technologies that offer opportunities for artists to freely express themselves within. All this only benefits our industry and how we continue to refine our end product.

How was the VFX industry been affected by COVID?
The VFX industry has had a digital global workforce for some time, so this way of working was not foreign to most of us. It is now just much more prevalent within our everyday interactions. Obviously, there has been a huge amount of infrastructure put in place to make these things work much more seamlessly, and that should not be understated. But in terms of efficiency, I think the industry is working very much at the level it was before the pandemic but now with a better work-life balance.

Ross Wilkinson

Dinosaurs the Final Day With Sir David Attenborough

Why do you like being on set for shots? What are the benefits?
I love being on-set. You get to travel the world visiting some of the most unique places while trading creative blows with some of the most talented creative minds in the industry.

Being a supervisor on-set, you need to be equipped with the skills to articulate clearly what you need at any given moment. You need to be able to visualize the shot and make any necessary practical creative changes in real time.

Did a particular film inspire you along this path in entertainment?
I was raised by my dad’s VHS player, so I was unhealthily obsessed with cartoons as a kid. I would obsessively watch Disney classics or The Valley of Gwangi on repeat, eventually making my own stop-motion animations with his video recorder, turning some of my action men and sisters’ Barbies into movie stars… I was clearly ahead of my time (laughs).

Regarding VFX, and I think this would be the answer for many people of my generation, seeing Jurassic Park for the first time was life changing. I couldn’t believe that this was an actual thing people did for a living. Then with the release of The Matrix, The Lord of the Rings and an accidental viewing of 2001: A Space Odyssey, there was literally nothing I wanted to do more than be involved in filmmaking.

Did you go to film school?
I had never really considered it. It always felt like something only the elite got exposure to and instead opted for a local course, which I got a grant for to study computer visualization and animation at Ravensbourne. I was fortunate to win a place on Framestore’s internship scheme back in 2008, which helped focus me in the run up to the end of my degree.

Ross Wilkinson

Britannia

What’s your favorite part of the job?
I have a few of those. However, I really enjoy watching people develop. Coming from a runner background I appreciate the journey people go through to get seen. To see people thrive and grow at the thing they love doing every day is a blessing to be around and be a part of and is absolutely contagious. I also love being in such a diverse industry. It is wonderful to have such a vast pool of talent from every corner of the globe and getting to converse with such an eclectic mix of individuals.

Can you name some recent work?
McDonald’s Christmas campaign “The List” directed by Tom Hooper
Dangerous Liaisons: Season 1
Dinosaurs: The Final Day With Sir David Attenborough
Britannia: Season 3

What tools do you use day to day?
Apart from my ears, eyes and mouth, it’s the usual 2D/3D applications. Shotgun plays into a big part of my day alongside other review applications like Frankie and CineSync.

Where do you find inspiration now?
Everywhere. That’s the wonderful thing about a job that changes day to day; you can draw your inspiration from absolutely anything.

If you are asking how I motivate the creative part of my aging brain, then it would be deep diving into my ‘80s Spotify playlist with some noise cancelling headphones and a pint of coffee.

What do you do to de-stress from it all?
Turning off the computer and getting out in the elements is always a healthy reset. A bit of gardening works wonders too, but top of the list will always be a big squeeze from my 2-year-old daughter.

Camp Lucky

Behind the Title: Camp Lucky VFX Supervisor Seth Olson

Seth Olson is a motion graphic designer and VFX supervisor at Camp Lucky, which provides live-action production, editorial, design, animation, visual effects, color and audio for film, TV and advertising. “We help clients bring stories to audiences on any screen or proverbial campfire. Our goal is to make a lasting impression with hard work and a lot of fun,” he says.

Kia

As lead designer of Camp Lucky’s animation and design team, Olson has contributed to commercials for Ram, Yeti, Kia, Frito-Lay, Toyota and JCPenney as well as short films including The Unlikely Fan, directed by his Camp Lucky colleague Sai Selvarajan. Originally from Colorado, Olson studied fine arts at Texas A&M. He worked at the Center for Brain Health in visual development for projects including user interfaces, VR environments and Virtual Gemini, a video game that helps autistic children and adults negotiate complicated social situations and experiences.

Let’s find out more from Dallas-based Olson…

Talk about what being a designer and VFX supervisor entails?
When we tackle graphic needs, whether it is motion designing logos or creating convincing VFX, my job starts with figuring out what our clients want most.  I work to deliver a variety of skillsets to meet as many needs as possible, whether it’s supervising visual effects on-set or designing and animating visuals and graphics for commercials and film.

TGI Fridays

What would surprise people about what falls under that title? 
I handle a lot of tasks that are important but might never be seen, such as removing/adding elements in a scene, rotoscoping, compositing and painting out imperfections. A lot of people outside of the industry assume there are a lot more CG explosions in daily work.

How long have you been working in VFX, and in what kind of roles? 
I’ve been working in VFX and motion graphics for about 15 years. I started out in an apprenticeship, where I learned a ton from Danny DelPurgatorio, Nader Husseini, Justin Harder, Brandon Oldenburg, Limbert Fabian and many more. Every step was a learning experience, and they are still some of my favorite people in the industry.

I’ve dabbled in web development, but I always come back to motion and animation. I’ve been with Lucky since 2011, and it’s been a wonderful environment. I’ve jumped into each role shy of being a producer. Producers are amazing at what they do, and I appreciate their contributions every day. I’ve done compositing, 2D and 3D animation, 3D modeling, lighting, texturing, illustration, photography and typography. I have provided supervision off- and on-set for VFX.

Snapple

How has the VFX industry changed in the time you’ve been working? 
The biggest changes have all been technology-based. Faster computers and internet, software advancements and now AI. I’ve seen various companies try to branch out to VR, video games, 3D animated films and more. It’s been beautiful to see all the various steps of evolution.

There have been stylistic changes too, with the most recent being a “social grunge,” if you will, with minimal polish and lightning speed edits.

How has the VFX industry been affected by COVID? 
“Remote” has become the present and, I predict, the future as well. I don’t think your audience would be surprised by this answer. Why limit your talent’s residence to one city? Why a single state? This is a global, collaborative opportunity to meet your needs instantly across time and space. New demand for the internet has only accelerated the development of tools and technologies that enable collaboration. I have seen economic attrition drag down some companies, but from their ashes arise new and innovative people and solutions. Lucky has strived and thrived on that very kind of change.

Camp Lucky

Dallas Independent Film Festival

Why do you like being on-set for shots? What are the benefits? And how has that changed during COVID? 
Being on-set has always helped put a specialist where their talents can quickly and efficiently make contributions. For some of the shoots during COVID, it was effective for me to be online watching the shoot live so I could make suggestions/recommendations without risking exposure. COVID has required communication to be amplified and backup plans built into every shooting experience.

What I mean is that there is no such thing as too much communication now. You can draw on the screen, make expressions in real time on your camera, record temp VO and email it during a cutting session. You can send PDFs, videos, soundtracks and inspirational links. With all these options, we can and should use them to achieve the desired, beautiful deliverable.

Did a particular film inspire you along this path in entertainment? 
Video games were really my first inspiration as a career, but I fell in love with inspirational work from Psyop along the way. I loved drawing and making digital paintings as a kid, so it was an exciting transition to put my work in motion through After Effects, Maya and Cinema 4D.

Camp Lucky

TXU: Water is Awesome

My colleagues are bringing their inspirations and toolsets to the table as well, like with SideFX Houdini. Once in the industry, working closely with creative directors and designers alike has truly been an exciting experience that continues to drive me.

What’s your favorite part of the job? 
My favorite part is helping people. There are other perks, like fresh work every day, but I am lucky to experience a variety of clients and help them tackle whatever’s going on in their world. I get to help people, and that is really meaningful to me.

If you didn’t have this job, what would you be doing instead? 
I considered a variety of idealistic roles when I was in high school, ranging from pastor to park ranger. I have taught at my alma mater a few times, teaching After Effects and Cinema 4D. It is an idealistic itch that I’m trying to scratch. That part of my personality still exists, and I would lean toward something like a counselor or professor if I needed to leave the industry.

Can you name some recent work? 
Dodge Ram, Intel, Tazo, TGI Fridays, Kingsford  and Firehouse Subs

You’ve mentioned tools already, but what do you use day to day? 
It’s mostly Adobe Creative Cloud and Maxon One subscriptions. There are so many powerful tools out these days, with more on their way. But with these two packages, I have 90% of what I need daily.

Hardware-wise, I use a beefy PC that I remote into from home. I have a Canon 5D Mark IV that I bring to set for documenting and sampling light sources.

Where do you find inspiration now? 
Social media is here to stay, but I don’t like feeding that beast more than needed. I try to fill my feeds with various tool and style-related content. My deepest inspiration comes from talking with inspiring people. My brother, Luke Olson, and our social group are extremely creative people. They are avid gamers and digital creators. They participate in maker spaces, play with AI for fun and build bots to beat each other at card games. I am definitely not the smartest in the group, but it’s fantastic to pick up what I can from them and give back. Put me with people who want to create things and we will make magic.

What do you do to de-stress from it all? 
Video games, photography and painting help me relax. Then I sprinkle in some reading and exercise. Vacations to mountainous areas are my favorite. A gin martini is always a plus. I like listening to open-minded folks talk about the what-ifs and the hows of life.

Tobey Lindback

Behind the Title: Carbon VFX Supervisor Tobey Lindback

Tobey Lindback is a visual effects supervisor at Carbon, a creative studio with offices in New York, Chicago and Los Angeles. “We have a great collaborative environment across all three offices,” he says of the company. “I am personally involved in many more aspects of jobs that I’ve ever been before. New ideas are welcome, there’s a creative freedom here that we all love.”

Let’s find out more from this New York-based, self-taught artist…

Talk about what a VFX supervisor does.
In short, and I’m speaking from an advertising point of view, as a VFX supervisor you are working closely with agencies and directors, together with your producers/executive producers to plan and bid jobs to fit a vision, schedule and budget.

Part of the job is also to attend shoots to ensure that what has been previously agreed upon technically and creatively gets shot in the correct way. This allows for post to run as smoothly as possible and according to schedule.

Overseeing multiple projects and working closely with artists is part of the day to day. Being able to quickly adapt to creative changes, which of course happen fairly often, is a skillset you should hone to perfection.

Tobey Lindback

Georgia Lottery

Depending on where you work and if it’s in film, TV or advertising, you may or may not be on the box a lot. I personally love making beautiful shots, and that’s something I wouldn’t want to be without. I’m lucky to be able to work as a VFX supervisor here at Carbon where I can collaborate in a creative environment with great artists, and at the same time be a big part in the communication between agencies and directors to ensure their vision can be realized in the best way possible.

What would surprise people the most about what falls under that title?
I don’t think the tasks of a VFX supervisor are surprising to people within the industry itself, but in general I think there’s a lot more to it than what can be described in a few sentences.

You truly need years of experience of having been in the trenches. There’s a lot of trial and error along the way, and you need to have the ability to adapt to situations especially on set and in post production. In my opinion, you should have a great understanding of all aspects of the pipeline, from concept to finished product, and a superb creative eye.

Having a sixth sense of what can possibly go wrong is a good thing, meaning having the ability to account for things that could derail the job and keep that in your back pocket for when/if this happens.

How long have you been working in VFX, and in what kind of roles?
I’m going on 20+ years now professionally. I started in the ‘90s learning all things 3D. Since graduating high school, I’ve worked nonstop doing computer graphics related things. I say “things,” because I’ve done everything from logos to web design, back in the early 2000s, to full CG animations for larger clients such as Ericsson. I was a curious generalist, with strong emphasis on CGI.

Tobey Lindback

Verizon

I later felt I wanted to be more responsible for the final output on jobs, or at least be able to control it a lot more. I went from being a 3D artist mostly focused on lighting to basically doing compositing full time. Over the course of my career, I’ve worked in Sweden, the UK, and the US, where I currently reside.

How has the VFX industry changed in the time you’ve been working?
First and foremost is technology. For example, we’ve gone from having to light your shots by hand to being able to light the scene using HDR. This is not a bad thing at all, it’s great, and it’s something that has helped us move to a much more photorealistic end result much faster. I rendered absolute crap renders on my laptop 20 some years ago, and I didn’t even know what a renderfarm was then, so knowing that your output looked stellar (hrrrm) was absolutely crucial since the machine would crunch away for two days without you being able to even touch it. If you accidentally left an object hidden or vice versa, you had to cry a bit and render it all again.

That aside, there is so much that’s better these days, real-time renders in Unreal Engine that look incredible, plugins that do things you couldn’t even dream of decades ago, techniques, tools, people’s knowledge in general, it’s all so much better overall.

Do I feel we have less time to make the work look as good as it could? Yes. Deadlines have gotten tighter — obviously partly due to tech moving forward exponentially both in regard to hardware and software, but also because the market has changed a lot in the last two decades. It’s just how it is these days though, love it or hate it. We all adapt, but one thing I never want to do is settle for less in terms of final output.

Tobey Lindback

OFFF Festival

How were you, and your work, affected by COVID?
Personally, I moved to Carbon from MPC during the pandemic. At first it was a bit strange to get to know people only through video sessions, but over time this became second nature. I never felt we had different offices, ranging from West Coast to East Coast, we were all just there. I had a difficult time knowing who lived where at first, because there was never really any reason to know. We were all available through all these chats, and this collaboration I’m speaking of makes my world both smaller and larger at the same time.

We often collaborate with artists across the globe, which has widened the accessible talent pool a lot. That said, right now I don’t feel there’s a big difference in the day-to-day from how it used to be. In the beginning of COVID, it was eerie and quiet and just strange. But things started getting back on track fairly quickly, in my opinion, and I’ve been on-set during the pandemic multiple times. Actually, the biggest change as a VFX supervisor is being on-set. We still have strict guidelines to follow in regard to getting tested, maximum capacity while shooting in tight places, and the fact that nobody drives me around when I go to shoots anymore. I always have to get a rental. (Laughs)

Verizon

But as for working on projects, yes sometimes it’s better to be in the same room; you can interact quicker, and aside from that there’s the social aspect of working from home. People have the option of going in, and we do so from time to time. It’s nice to go to an office, and I think there’s a nice balance of going in and staying home and working from there.

Why do you like being on-set for shots? What are the benefits?
Attending shoots to me is crucial. It benefits everyone involved to set us up well for what happens after the shoot. Apart from that, going on-set has several upsides. You get a more personal connection with people from the agencies and the DPs and directors you’re working with, and hopefully you all work again, and again and again. You get a much better understanding of the job as a whole, even though you’ve been in many meetings, you still learn something about yourself during a shoot.

Apart from overseeing the VFX part of the shoot, you get to travel, you have dinners with the crew, and you bond. You also work crazy long hours in dark basements or hot deserts. I want to be a part of that because I like to know the people I’m working with.

Did a particular film inspire you along this path?
No, not really. For me, my inspiration was the Amiga 500 days, back in the early ‘90s. I was super into the old-school (it wasn’t old-school then, I guess,) graphics that were pixelated back then. One day I saw a render of a little mannequin holding a wine glass on his shoulder, and it was a review of a program called “Real 3D” on the Amiga. I never actually got my hands on a copy of it, but it was the first time I ever saw wireframes of a CG object, and it sparked my curiosity and I started exploring this field. I didn’t know what I would end up doing in the field, I just knew there and then that I would work with this, in whatever capacity.

Tobey Lindback

Oscar Meyer

Did you go to film school?
No, I’m self-taught and, yes maybe I’ve learned some things the hard way, but I honestly think that has taught me a lot more.

What’s your favorite part of the job?
Flipping between the earliest version of a shot to the latest version. The difference it makes to keep pushing. My personal view on anything is you should totally forget your first three versions of a shot because they will suck looking back, but it’s the only way to move forward. There’s a certain feeling and relief knowing that a complex shot has come together looking really nice, especially after talking it through with agency and director.

If you didn’t have this job, what would you be doing instead?
I’ve always joked about building boats. It’s not something I’d ever do, but I always use it as an example because somehow it seems the polar opposite of what I’m currently doing. I actually don’t know what I would be doing for money, but if money wasn’t an issue, I would make electronic music for fun and help out animals in need.

Can you name some recent work?
We did some great work for Samsung a while back, with director Henry Hobson, and we won some awards for the title design for the OFFF festival, directed by our very own Ian Bradley. Our ECD Liam Chapple has directed some really nice work as well for American Express, EA Sports, Verizon and others. We all put in great energy and love to make that work as cool as it could be.

Oscar Meyer

Oscar Mayer’s Keep It Oscar campaign and GoPuff’s Poof There It Is are more favorites.

What tools do you use day to day?
On a professional level, it’s Foundry Nuke for compositing, and Nuke Studio for running timelines. That is mostly it, but nobody is stopping me from running shots through DaVinci Resolve or using After Effects to do anything that can help the job. It’s optional of course; we have artists that do it much better, but if you’re like me and love all things creative, you could.

On a personal level I love doing stuff in Blender and various other tools such as World Creator, Gaea and EmberGen. I’m also trying to keep up with Unreal Engine, and there’s a lot there to learn.

Where do you find inspiration?
I find a lot of inspiration in other work done in the advertising industry because I also know what limitations they have since we are in the same boat. But mostly, I get inspiration from scrolling through Instagram posts related to what I do on a daily basis. There is so much work out there done by so many incredible artists.

What do you do to de-stress from it all?
I make electronic music and play in a band. I go out for food and drinks, and I watch TV shows and movies. I make my own little side projects for fun in 3D, and I love spending time with my wife and cuddling with the best kitty in the world, Myra.

Kevin Baillie

VFX Supe Kevin Baillie: Pinocchio‘s Virtual Production Workflow

Filmmaker Robert Zemeckis, whose latest film is Pinocchio, has always pushed the limits of visual effects and animation in such films as Who Framed Roger Rabbit, the Back to the Future trilogy, The Polar Express and A Christmas Carol. 

Pinocchio, which combines live action, CGI and virtual production, is the latest retelling of the tale of a wooden puppet who embarks on an adventure to become a real boy. The Disney film stars Tom Hanks as Geppetto, the woodcarver who builds and treats Pinocchio as if he were his real son, alongside Joseph Gordon-Levitt as Jiminy Cricket and Cynthia Erivo as Blue Fairy.

“Walt Disney was really clever,” explains Zemeckis. “He always looked for stories to make movies of that were pretty much impossible to do as live-action movies. They could be done very wonderfully as animation because he was able to do animated stories about talking animals and puppets, fairies and dwarves and things that would be impossible to do in live action. But now, since digital cinema has emerged, the puppet could be very much three-dimensional. It occurred to me that you could do a very plausible version of Pinocchio as a live-action movie. All of the visual effects learning I’ve had over the years went into making this movie.”

Kevin Baillie

Kevin Baillie

Zemeckis’ below-the-line team included his longtime collaborators DP Don Burgess, ASC; visual effects supervisor Kevin Baillie; and visual effects producer Sandra Scott.

I spoke with Baillie — whose credits include Pirates of the Caribbean: At World’s End, Night at the Museum, Superman Returns and Harry Potter and the Goblet of Fire — about creating all the VFX, some technical firsts and the groundbreaking virtual production pipeline.

What were the big challenges of creating the visual effects?
The biggest was realizing that it’s a live-action film that has to seamlessly intercut with scenes that look like live action, but which are totally digital… and scenes that are partially live action, partially digital and so on. So while trying to work through all that — especially as the early set designs were coming in — it was obvious that we needed to use a lot of virtual production to visualize the entire film before we committed to building a single set. That would allow us to figure out the game plan for the whole film so we could create it as efficiently as possible.

Who did the VFX?
All the visual effects were done by MPC, and we brought in a team of animators early on because we wanted to work with the animation leads in prep. Using the rough sets we’d designed and built in Unreal Engine, MPC blocked in every scene as if it was a stage play.

Mold3D in Burbank worked with the practical art department to build the sets, MPC did the animations and Halon brought all that together and created our virtual “stage team.” They were responsible for working directly with Bob, who filmed every scene in the movie with a virtual camera device.

So he shot the film twice?
Yes, and this was before we built any live-action sets. He edited it all together into a 100-minute-long version that we could look at for reference and strategize around. So he made the movie before we made the movie. In fact, we kind of made it three times. The brilliance of virtual production using all the latest technology in Unreal, like real-time raytracing, gave us a beautiful version of the film before we shot anything. That really engaged Bob and our DP, who could start working on lighting design before he shot a frame. This allowed our production designers to assess their sets before they even built them, so it was a pretty incredible tool.

By the time we began live action, which was shot at Cardington Studios in Bedford, England, we could look at the beautiful sets in Unreal and use camera-tracking technology to visualize in real time what our set extensions were going to be. So if we had a partial set built, the early cut of the film helped us determine which section of the set we needed to build.

Then we did real-time composites of these beautiful sets onto a bluescreen so our DP could identify the best camera composition for the shot. This meant we were doing less post tweaking in-camera in the VFX process. We then shot the whole movie with a rough comp of every shot we were going to be doing, and then, after it was all edited, we upgraded all the animation. But it still wasn’t the final animation, which meant Bob could be really fluid in the edit. Once that was locked, we went in and did all the final animation. The cool thing about the second version of the movie is that all that upgraded animation blocking allowed our live-action A-camera operator to go into the all-digital shots — which had no live-action components whatsoever — and use a camera-control device hooked into Unreal Engine. He worked with the stage team to do a final camera pass on all the animation blocking, so the final film has that human camera operator’s touch on everything, along with well-thought-out design and moves.

How long did thewhole process take?
Over two years, and the VFX alone took about a year to complete. We had around 1,000 people on the project at any given time, and we had over 100 animators.

It looks like every shot had some VFX?
Yes, there were just five or six shots in the whole film without some sort of VFX in the whole film. The amazing thing is that there are actually under 1,000 VFX shots in the film, because Bob likes long shots.

Kevin Baillie

I heard you used some cutting-edge technology on-set?
We used a new camera-tracking system that’s based on ultrawide band technology, like Apple AirTag is, which gave us a bit more freedom with the camera when we were trying to visualize all our set extensions in real time on-set. It’s called Racelogic, and it was developed for racing cars, which was my hobby, so I’d actually used it before. But this was the first time ever it’s been used for camera tracking, and it was an amazing tool for us.

What was the most difficult VFX sequence to do and why?
All of them were quite difficult in one way or another because we wanted to pay our respects to the original film and get as much of its character into our film as possible. So we ended up doing a hand-keyframe for every single character throughout the film rather than relying on motion capture or anything like that. That was challenging because we really crafted the acting of every digital character, just like Bob did in Who Framed Roger Rabbit. He wanted people to have the same experience. And the scenes with the sea monster were very challenging because they involved a lot of water.

Fair to say this was this was truly cutting-edge and a first for this workflow?
Definitely, in terms of the way we did it. I’m not aware of any other production that’s used virtual production this extensively — from the very start to the very end. Other projects do heavy previz, but maybe the directors aren’t as hands-on, so it all changes at the end anyway. Even if they’re involved, it sort of dead-ends in the edit, and it all has to be done from scratch in the VFX process.

Kevin Baillie

Our goal here was to make sure that any relevant element could flow all the way through to the final shot. We did that for two reasons. First, for efficiency. If people have worked really hard creating very cool stuff, we want to have that end up on the screen. But more importantly, this workflow (and virtual production in general) was all about giving the filmmakers – especially the director but also all the live-action department heads, like the DP – the chance to get as close to touching the final pixel as possible. It’s no longer a case of shooting the movie and then doing the cut in some black box at a VFX studio thousands of miles away, and when it comes back, you’re stuck with what you get. Now we can let the filmmakers interact with the VFX process along the way.

You’ve collaborated so often with Bob. How does this rank in terms of the level of difficulty?
(Laughs) Bob doesn’t do easy movies. There’s always a challenge, whether it’s the technology or the visual storytelling or the budget, and the VFX team is always on its toes. This was one of the biggest and most involved projects. Ultimately, as I said earlier, he had to make this film three times, which is a huge amount of work, but when we explained the whole process to him, he didn’t hesitate.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

Ethos Adds Kenneth Quinn Brown as VFX Supervisor

LA-based post studio Ethos has beefed up its creative team with the new hire of VFX supervisor Kenneth Quinn Brown. Brown’s career as an in-house VFX compositor has led him to work on productions such as Those Who Wish Me Dead, Stranger Things, Jojo Rabbit, Bumblebee, Death Proof, Avatar and, most recently, The Lord of the Rings: The Rings of Power.

His background in commercial work includes spots for Beats by Dre, Old Spice, La-Z-Boy, Apartments.com, Target, Carfax and Ford. The Katy, Texas, native started his career as an intern at Austin Film Society and then as an assistant at filmmaker Robert Rodriguez’s Troublemaker Studios, where he came up in the VFX world under his mentor, Alex Toader.

On joining Ethos, Brown says, “My favorite part of the job is working with talented people from all walks of life and there’s no shortage of that at Ethos. I look forward to collaborating with the team and elevating the visual impact of projects to that next level.”

In other staffing news, Ethos has promoted Nick Lindell-Wright to color assistant, having worked with Ethos previously as an intern.

Ethos

Nick Lindell-Wright

Lindell-Wright was introduced to the industry as a PA on the set of music videos and working as a freelance color grader. Prior to Ethos, Lindell-Wright was an intern at LightBender, a post house in Santa Monica. Most notably in his freelance career as a colorist is his work on the evocative and narrative-driven music video for “Grammys” from artist Key Glock, where he got the opportunity to emulate the look of film on a digital shoot through color.

Lindell-Wright said of his time at Ethos, “As someone who’s starting their career, I really lucked into working at a place that values your growth as a post artist and I’m thankful that Ethos saw fit to formally add me on to the team I’ve already had such a positive experience working with.”

Ari Rubenstein

Behind the Title: Break+Enter CD Ari Rubenstein

Ari Rubenstein is creative director and VFX supervisor at Break+Enter, the VFX division of Nice Shoes. It is an exclusively remote-based creative studio providing a full gamut of visual effects and animation services.

We reached out to Rubenstein to find out more about his dual roles and how he works.

Ari Rubenstein

Outer Range

You have two titles. Can you talk about what each job entails?
As creative director, I’m responsible for leading the studio’s team of VFX supervisors and artists, and co-managing its slate of film and television projects while setting its overall creative approach.

As a VFX supervisor, my work begins by reading and breaking down scripts, sometimes before we even have storyboards to review. I’ll assist in the preparation of bids, which aids production with early budgeting and potential options for their shoots. I might suggest more economical, efficient and creative ways to tell their story.

Next comes on-set supervision of all the visual effects shots our company is slated for. After this, once we get the footage turned over to us, I’ll kickoff the team and work with our respective supervisors to cast the work out. From then on through to our final shot delivered — which could be dozens to hundreds of individual shots — I’ll collaborate with our clients and convey their direction through supervision of our in-house crew. Finally, I’m responsible for approval and facilitating delivery through to the project’s completion.

Ari Rubenstein

Outer Range

What would surprise people the most about your job?
The sheer scope of moving interdependent parts and how far off-course just a single poor decision on my part could take us.

How long have you been working in VFX and in what kind of roles?
It’s been approximately 30 years, and not to sound flippant, but I’ve worn just about every hat in the filmmaking pipeline. I founded a VFX company back in the ‘90s (Curv Studios) and had to do sales, marketing, producing, VFX supervision and just about every artistic craft required.

Though I was a jack-of-all-trades, I did choose compositing as a specialty and was fortunate to work on many high-profile films throughout my career.

Can you name some recent work?
The last film I supervised was Nanny, a psychological horror by director Nikyatu Jusu, which won the Grand Jury prize at Sundance. That was a great experience all the way through.

Then there was the eight-part series Outer Range, an Amazon Prime series with Josh Brolin. Break+Enter delivered over 200 shots, including the highlight of our VFX effort: the trippy, mysterious black hole.

Ari Rubenstein

Outer Range

How has the VFX industry changed in the time you’ve been working?
When I got going in the early ‘90s, there were many pioneers still trying to tackle aesthetics, which at the time had never been done before. That spirit and feeling is a bit lost now, with all the software and technique worked out and just about anything you can envision a relatively straightforward process now. And the hardware has evolved to support it all. Back then even if you knew how to do it, and the tools were available, you couldn’t necessarily do it because the hardware wasn’t strong enough to accomplish the task.

Beyond that, and that’s a lot, tax rebates and global outsourcing of labor have changed the industry irreparably. The good part is that aspiring artists from around the globe now have opportunities that never existed before. Inspiration flows like a river, but the bad part is that compressed budgets and schedulesand regional financial incentives iron out those opportunities as much as they create them.

Ari Rubenstein’s WFH setup

How has the VFX industry been affected by COVID?
The pandemic enabled the dream of remote-based filmmaking. We’d all fantasized about working from wherever and not having to uproot your family to go find work, and that has been realized. No one doubts the viability of remote crews anymore.

The unfortunate part is that we’ve lost some of the essence of filmmaking, those intangible moments of face-to-face collaboration. Sitting in a theater together and reviewing work on the big screen and then gathering with the entire crew for a wrap party. That’s the juice, and I miss it.

Why do you like being on-set for shots? What are the benefits? And how has that changed during COVID?
The best thing about being on-set are in those rare moments with the director, when they are uncertain and look to you for expertise in helping them pull off a shot and tell the story.

The benefits come later when you’re planning, and work on-set bears fruit with a well-oiled workflow back at the shop. The alternative can be pretty painful.

Outer Range

For Outer Range, COVID shut down production a few times, which resulted in plates being shot at different times and in different seasons throughout the year. Those shots were cut back to back in the same sequence, so we had greenery in one shot and dead grass in the next for as far as the eye can see. We had actors wearing different clothes from one shot to another. Really a myriad of logistical problems based on schedule interruptions of different shoots. This resulted in us having to change the seasons, change people’s outfits, replace skies…all for continuity and all of which could’ve been avoided were it not for COVID.

What tools do you use day to day?
All the standard VFX pipeline tools, like Nuke, Houdini and Maya.

Did a particular film inspire you along this path in entertainment?
Jurassic Park, The Exorcist, Superman, Star Wars, you name it, I was hooked from an early age. I have always been blown away by the notion that film is the greatest of the arts, if for no other reason than all the arts have to work in concert to create a great film. And a great film has the capacity to transcend any other medium, at least for me.

Nanny

Did you go to film school?
I did not go to film school, I’m completely self-taught and have an insatiable appetite for the arts and technology of filmmaking. At 54, I still feel like a kid in the theater. I have lost none of my appetite as a fan or as a creator.

What’s your favorite part of the job?
I love when there’s a visual effect that not only serves the narrative but intellectually inspires me at the same time — the type of shot that could really enhance the story point in some clever way and blow away the audience and, potentially, my peers.

The Matrix was probably the best example of this. There were many things we had to figure out, and all of us loved working through the problems together and then celebrating our solutions and final work. And almost every shot had layers of depth if you cared to dig down and consider the ideas presented by the Wachowskis and us.

Ari Rubenstein channeling his inner ski bum.

If you didn’t have this job, what would you be doing instead?
I would have been a ski bum working at some dead-end job just so I could live in a mountain town, playing guitar and skiing with my free pass because I had friends who could hook me up.

I did horribly in school growing up; nothing interested me, and I couldn’t apply myself. I was a late bloomer, and then I found film. From that point onward, I came alive and couldn’t get enough of it.

Where do you find inspiration now?
Everywhere. My mind is always racing with new ideas. I watch films, read books, listen to audiobooks and constantly scour the internet to review the art and technique of my peers.

Finally, what do you do to de-stress from it all?
Play guitar, take walks, watch movies with my family. Take my youngest daughter Lily out for driving lessons. Wait, scratch that! That adds to my stress!

Looks That Kill VFX

Shaina Holmes on Creating VFX for Indie Film Looks That Kill

By Randi Altman 

To say that Shaina Holmes is a busy lady would be an understatement. In addition to her job as an assistant professor of television, radio and film at Syracuse University (Newhouse), she is the owner of Flying Turtle Post, which provides visual effects and post for independent films.

Shaina Holmes

One of her recent projects was the film Looks That Kill from writer/director Kellen Moore. The story follows a boy named Max, who was born with the ability to kill people if he shows them his face, so he needs to spend his life with bandages around his head to save those around him. It stars Brandon Flynn, Julia Goldani Telles and the late Peter Scolari.

Holmes’ role on Looks That Kill was three-fold: lead VFX artist, VFX producer and VFX supervisor. We reached out to Holmes to talk about her process on the film, which she worked on while simultaneously providing visual effects for three other American High films — Big Time Adolescence, Banana Split and Holly Slept Over. Flying Turtle Post worked on Looks That Kill for 10 months, from the initial VFX bid in September 2018 to final delivery in June 2019.

Let’s find out more …

How many shots did you provide?
The original bid consisted of 96 shots, which got narrowed down to 69 VFX shots. Of those, my team completed 42 of the 69. Most were very intricate VFX shots and transitions that were also long durations. The rest of the 96 shots were either omitted, done in the conform or with an outside artist who took on the less technical, more creative shots, like the eye-flash death shots.

What types of visual effects did you create?
The bulk of the complex VFX dealt with transitions with lengthy camera moves. One shot was over 7,000 frames, or 4 minutes long, and full of multiple greenscreen transitions, speed ramps, artifact cleanup, shot stitching, rig removals, adjusting the performance of props sliding down a wall during a time-of-day lighting change and more.

 

Looks That Kill VFX

There were also many hidden edits used throughout the film, such as when the camera was rotating around objects and people to transition to another location, or to link up two or three completely different camera moves and plates together to look seamless. The beauty of this smooth camera work really helped the audience engage with the inner thoughts of our main character as he deals with his medical condition.

We worked on a variety of shots, including a seamless greenscreen edit for a 4-minute stitched shot with multiple speed changes and cleanup; fluid morphs and artifact cleanup; wipe transitions through difficult camera moves and speed changes; the creation of distress-weathered signage for buildings; turning billboard light bulbs and creating flashing lights; adding a nosebleed; compositing multiple plates together (bus to street, fire to tree, cigarette falling through air); removing unwanted people, safety wires and a tattoo from a scene; cell phone screen replacements and graphics revisions; split screens for action/performance; TV monitor comps; lower-third graphics; dead pixel removal; stabilizations; beauty fixes; and the addition of anamorphic lens distortion to stock footage.

Looks That Kill VFXThis film is a dark comedy. Did your VFX help amp up the funny?
The editing style used fluid morphs and split screens to compile the best performances from each character at all times. While these are invisible effects that the audience shouldn’t be able to identify, our work on these shots really helped amp up the humor in each scene.

We also worked on a scene where a character aimlessly throws a cigarette behind her without looking, and of course it lands and starts a fire near a house. Another character is then seen trying to drag this burning shrubbery into the driveway. For these shots, we needed to composite the burning tree onto a non-burning tree prop the character was dragging, and we had to change the animation of the cigarette’s trajectory to hit the correct spot to ignite the fire.

Can you talk about your process? Any challenges?
With the American High projects prior to this one, the bulk of the VFX requests were expected — screen replacements and fluid morphs — but this project had a lot of different requests. This meant each shot or small sequence needed a new plan to achieve the goals, especially since we were working internally with a larger VFX team than previous projects due to the complexity of the shots.

My company, Flying Turtle Post, is based on mentorship, meaning we have many junior artists all being trained by me until they become mid-level artists, and then they help me train the next batch of junior artists. We are a very collaborative team of remote artists and coordinators, all of whom started off with me as their professor in college. I’m now their employer.

This project provided many challenges for us since we were dealing with longer file sequences than usual for VFX shots, meaning thousand-frame shots instead of hundred-frame shots. Additionally, many of my junior artists had never worked with anamorphic aspect ratios before, so we needed to include squeezed and unsqueezed into the training as we were getting up and running. We were a fully remote, work-from-home studio before the pandemic — before the new cloud-based options became commonplace for VFX pipelines. Some of these shots were 10GB for one render, which made it difficult to transfer easily from artist to artist. We quickly had to adapt our pipeline and reinvent how we normally would work on a show together.

What tools did you call on for your work?
Blackmagic’s Fusion Studio is my company’s compositing tool of choice for our artists. I teach Fusion to them in school due to its flexibility and affordability. I have used it for the past 20 years of my VFX artist career.

If we work on CG, we use Autodesk Maya and Adobe Substance Painter. Sometimes we also use Nuke for compositing, depending on the artist. We use Adobe After Effects for motion graphics and animation.

Separate from Looks That Kill, you seem to be attracted to horror films.
Over my career, I’ve had the honor of working in many different genres and on films many people call their favorites of all time. It’s always fun when I run across a horror fan, and they inevitably ask the question, “Have you worked on anything I would have heard of?” This is probably the genre I can most easily tell what kind of horror fan they are from the spectrum of films I tell them I’ve worked on. I’ll start with the bigger ones, like The Purge: Election Year (2016), Halloween II (2009), and Halloween (2007). If they’re intrigued, then I’ll see if they go to horror festivals and I’ll add cult favorite Starry Eyes (2014) to the conversation. That’s the real test. If they’ve seen that movie, then I know how deep their love for horror films goes.

Looks That Kill VFXIn fact, I had a conversation with one of my students a few years ago that went very similarly to that. When he professed his admiration for Starry Eyes, I introduced him to writer/director Kevin Kölsch, who, after working in the industry for years at a post house, decided to finally shoot a feature film and use his friends in post and VFX as resources to help finish the film. Starry Eyes went on to do well in festivals, and now he is attached to large-budget films and TV shows as director. This story inspired my student Matt Sampere to follow in a similar path, and now two years out of school, this person is shooting a Halloween-themed feature horror film. Naturally I am helping on the project as VFX supervisor, and my former students are providing the cinematography, post workflow and VFX.

The film is shot on Blackmagic Pocket cameras, with editing in Resolve and VFX in Fusion. Principal photography has just been completed, and I expect to start post toward the end of the year.

A horror film that I’ve worked on recently is The Night House, out in theaters this past August, for which I was the on-set VFX supervisor and plate supervisor for Crafty Apes. I tend to gravitate toward horror films that rely on on-set special effects and makeup to shoot gore and stunts as practically as possible and employ VFX only as an enhancement or for wow-factor moments instead of it being CG-heavy throughout. This was certainly true for Starry Eyes, Creeping Death and The Night House.

 The Night House was particularly interesting to work on because of how the set became a living character. I don’t want to give anything away, but the visuals are really unique for the invisible character.

What else have you worked on recently?
Mayday, which premiered at Sundance 2021. I was the VFX producer for Mayday, and with a small team we used a mix of Fusion and Foundry Nuke to complete over 400 VFX shots for the film.


Randi Altman is the founder and editor-in-chief of postPerspective. She has been covering production and post production for more than 25 years. 

Tommy Smith joins Carbon as VFX Supervisor

VFX supervisor Tommy Smith has joined creative studio Carbon. He has more than 15 years of experience working at studios such as Psyop, The Mill and Method. He also had a two-year stint with Apple as creative director across technology projects.

Smith says he looks forward to his work at Carbon because it allows him to use his skills across both 2D and 3D. Those skills include 3D lighting artist, Nuke artist, Flame artist and VFX supervisor. He’s worked for brands including Audi, Levi’s, Nike and Squarespace. He was also VFX supervisor on Jose Cuervo’s Tomorrow is Overrated from Ringan Ledwidge.

His VFX work has been honored at ADC, AICP, Andy’s and Clios. He also worked as VFX supervisor with Prettybird director Calmatic on Old Town Road from Lil Nas X, which won Best Music Video at the Grammys and was the 2021 Grand Prix winner at Cannes Lions.

VFX Supervisor Damien Stumpf Joins Framestore Montreal

Framestore in Montreal has added Damien Stumpf to its team as VFX supervisor. Stumpf brings over two decades of experience to Framestore, including working on independent and feature films. His latest high-profile project as VFX supervisor was Cruella, which saw him work closely with the film’s director, Craig Gillespie, and the film’s overall VFX supervisor, Max Wood.

Originally from France, Stumpf began his career as a digital artist in 2003 at Parisian boutique studio Buf, where he moved up the ranks to VFX supervision. His passion for visual effects led him to take on a new challenge as one of the founding members of Atelier VFX, where he honed his business skills and gained a holistic view of the industry. One of his projects  — La Chambre Bleue — was selected as part of the programming of the Cannes Festival.

He then joined Method Studios in London for a year before relocating to Montreal to work at MPC, where his projects included Fantastic Beasts and Where to Find Them and Ghost in the Shell. As DFX supervisor, he looked after VFX-heavy Jumanji: Welcome to the Jungle and Aquaman. Most recently, in addition to Cruella, he was VFX supervisor on Maleficent: Mistress of Evil.

Rumble VFX Creates 100 VFX Shots for Pennyworth Season 2

Soho-based studio Rumble VFX has delivered 100 visual effects shots for Season 2 of Pennyworth for Warner Horizon Television. Set a year after the events of the first season, England is in the face of a civil war, with Lord Harwood’s Raven Union threatening to control the entire country. Resistance holdouts remain in the West End Neutral Zone, where Alfred Pennyworth (Jack Bannon) uses his training with the SAS to fight for justice. The story takes place decades before Alfred serves as Bruce Wayne’s loyal butler.

VFX supervisor Max Wright led the Rumble team on this project, working with the show’s overall VFX supervisor, Rob Delicata, on episodes 7, 9 and 10. Due to the fast turnaround, the main challenge for Rumble was getting all the shots out in a relatively short period of time. Shoot attendance and main turnover were just before Christmas 2020 with VFX starting the first week of January. Rumble VFX delivered its final shots in March 2021.

“They did a brilliant nightclub scene that Max supervised; it went really smoothly, and as a result, we awarded them two more sequences in the final episodes,” reports Delicata. This intensive sequence for Episode 7, directed by Catherine Morshead, was meant to be shot inside a nightclub. However, “due to the pandemic and social distancing, it did not look as busy as it should have,” explains Wright. “Rumble was tasked with adding background figures across the sequence, adding people in booths, to the bar and across the upstairs balcony.”

Multiple background actors were shot against a greenscreen and later composited back into the final shots. Wright was required on-set to supervise the greenscreen extras shoot. “As there were over 40 shots in the sequence, we came up with a detailed list of camera angles, heights and any specific actions that needed capturing to match the background plates.”

Rumble also created landscape and sky backgrounds for several scenes set high-up in the fascist Raven Society HQ in the final two episodes. The on-set windows were fitted with frosted glass. Rumble’s challenge was inserting an expansive horizon — made up from drone footage and panoramic skies. The skies were tweaked between episodes to reflect the mood of the scene. They also replaced the wheels on Arthur Pennyworth’s wheelchair for some shiny, new CG ones.

Rumble VFX used Foundry Nuke, SideFX Houdini and The Pixel Farm’s PFTrack.

Since its launch at the end of 2019, Rumble VFX has completed visual effects for TV productions including A Christmas Carol (BBC, 2019), Gangs of London (Sky Atlantic, 2020), Season 4 of The Crown (Netflix/Sony Pictures, 2020), Alien Worlds (Netflix, 2020) and the Super Bowl-timed first trailer for the upcoming James Bond movie No Time to Die (Universal Pictures, 2020).

Behind the Title: MPC Senior VFX Supervisor Kamen Markov

Industry veteran Kamen Markov is senior visual effects supervisor at MPC in London, a global creative studio providing visual effects and production services. In his role, Markov is tasked with “making creative and aesthetic choices for visual effects to achieve the creative aims of the director,” he says, adding, “I lead and direct the team of 2D artists, work directly with the director, advertising agency and our producers to predict the timing and cost of a project.”

Markov has been working in visual effects since 1998, becoming a visual effects supervisor in 2002. He joined MPC in 2011 and was promoted to senior VFX supervisor this year. With a background in fine art, watercolor painting and even acting, Markov is also experienced Flame artist, who works regularly with top directors such as Traktor, Jonathan Glazer and Frederic Planchon.

Cats With Thumbs

Let’s find out more…

What would surprise people about the role of visual effects supervisor?
I think people outside of the business will find it hard to believe the sheer amount of time, effort and costs that sometimes go into what we call “invisible effects.” Dozens of artists can be working for days and weeks on visual effects that, if successfully executed, no one will suspect were ever done.

You’ve been doing this a while. How has the industry changed in the time you’ve been working? The good and the bad.
From my perspective there are aspects of the industry that are unrecognizable compared to 15-20 years ago, but also many that have stayed very much the same. Luckily, the industry still attracts amazing people — talented, driven and smart.

The amount and quality of information and learning opportunities online simply didn’t exist back in the day. The technology has moved on massively, and it’s been fascinating to witness the progress. Not only the everyday toolsets, but also the way we shoot, prepare the projects, manage teams and communicate with the clients. However, I do sometimes miss the days when clients and directors spent time with us in the suite and we could be part of the crafting process together.

The Boy and Piano

In terms of negatives, due to the advancement of technology I have found that, on occasion, schedules and budgets have been challenged. Sometimes this is at the expense of the artistic execution and the artist’s satisfaction. However, the love for great images is still very strong, and we are an adaptable bunch. Some of the visually stunning masterpieces have arrived on our screen precisely because of these changes to the industry.

Why do you like being on set for shots?
Shoot sets are pure magic. This is the place where the vision, the script and the concept become tangible and real. There are so many little tweaks, solutions and simple-yet-brilliant ideas that a VFX set supervisor can bring to shape the final image right there when the camera is capturing the action. This is when the canvas is created for your team, and as a VFX supervisor I feel I have the responsibility to provide them with the best I can get. The exchange of ideas and bonding with the creative leads of a project is invaluable too. Last, but not least, the people you meet, the knowledge you gain and the locations you visit are a fantastic bonus.

Did a particular film inspire you along this path?
The one and only Lawrence of Arabia by David Lean. I doubt there was a single piece of visual effects in this movie, but the visuals were so captivating, the interwinding of story and picture so magnificent, I cannot help but still be inspired by it.

Argos’ Ready for Take Off

Did you go to film school?
Back in the day I really wish I did. I come from a small place and the opportunities simply didn’t exist there. However, self-learning does provide some great advantages. It is more often than not based on real-world problems and solutions, grounded by the combined knowledge of many artists and their wisdom and technical or artistic creativity you encounter along the way. It really provokes very proactive thinking both technically and as a motivation.

I find the latter extremely important because once you reach this approach, it never leaves you. I don’t think I would feel as comfortable in my position if I had received my knowledge any other way. But it is important to recognize the benefits of the film schools. They provide a great path for young talent, and without a doubt bring to the ranks some very talented people.

What’s your favorite part of the job?
Working closely with a talented and committed director, crew, agency and artists, plus smart and supportive producers. Solving technical problems with creative solutions, of course, the immense power of the tools we have at our disposal.

What’s your least favorite?
Staring at a spreadsheet.

If you didn’t have this job, what would you be doing instead?

I think it would have been a similar combination of relying on a logical and technical approach and some form of art. I find it a perfect way to spend your time. If one fails, you can lean on the other and vice versa. Industrial design, architecture and maybe even some form of working with wood would have been nice.

The Boy and Piano

What is the project that you are most proud of?
In no particular order that would be one of the first ads I did in London, which made me believe I could succeed in the UK Market — Cravendale’s Cats With Thumbs with Ulf Johanson. Also, the Vodafone’s Kiss with Frederic Planchon, Audi’s The Ring with Jonathan Glazer and John Lewis department store’s The Boy and Piano with Seb Edwards. Also, my work with Traktor and Daniel Kleinman.

What tools do you use day to day?
Autodesk Flame is my everlasting love, Foundry Nuke, Ftrack and all the proprietary managing tools the smart people at MPC have developed.

Where do you find inspiration?
Inspiration is everywhere, isn’t it? From the work of others, to the real world around you. I have a little trick too… in difficult moments I ask myself what a young me would of do, what effort and what lengths he would go to make things happen bigger and better. Then I simply try to keep up.

How do you de-stress from it all?
I don’t nearly enough! I just try to relax and take my mind to a different place. Daydreaming I guess, it takes you nowhere but produces just the right mix of chemicals your brain needs.

Behind the Title: VFX Supervisor David Houghton

UK-based visual effects supervisor David Houghton works on projects for film, television and anything else that may require digital manipulation. “I plan then supervise the filming and execution of the visual effects in television or film projects,” he explains. “This involves all elements that are not possible to film, either because they are too fantastical or because they are too expensive or difficult or dangerous to put in front of a camera. Usually, this includes impossible or hard-to-reach environments; fantastical creatures or real creatures doing things that are difficult to choreograph and shoot in the film workspace; any kind of deliberate fluid effects, such as the sea, storms, fires, smoke, rain and fog — things that are too dangerous to expose actors and crew to on a large scale; vast crowds of people that are too costly to organize, clothe, make up and manipulate in the time allotted for filming. These sorts of things.”

The Alienist

Let’s find out more from Houghton.

You have been working in VFX since 1995. How have things changed, for good and bad?
It has changed dramatically. From an industry that catered ostensibly to commercials when I started, it now proliferates all visual mediums. The rise of the 3D discipline has been astronomical.

In the late ‘90s, most things had to be achieved in 2D compositing, with practical models or elements, as 3D was too time-consuming and expensive (especially for animated characters or fluid simulation). Now we achieve most effects with some element of 3D involvement, which has greatly enhanced what is possible. It’s verisimilitude, though, is still achieved through compositing.

A negative aspect of this has been the side-lining of the physical effects industry, which proliferated prior to the advent of digital VFX. And also a reliance on the ability to achieve anything through digital manipulation without careful consideration of the actual desired look of a thing when shooting.

Why do you like being on set for shots. Can you talk about the benefits?
There is a frisson to working on set that you don’t really get in a VFX studio. The uncertainty and pace of shooting is completely different to working in the studio. I like both as it adds variety to my working life.

The Alienist

Did a particular film or TV show inspire you along the path to visual effects work?
Many TV series and films. I’m basically a TV and film addict. Shows like The Avengers, Doctor Who, Blakes 7 and the glut of sci-fi and fantasy shows of the 1960s and ‘70s inspired me as a kid. The films of Ray Harryhausen, Star Wars, Raiders of the Lost Ark, Aliens and Blade Runner.

As I grew up, my film taste matured as I came across filmmakers like David Lynch, Stanley Kubrick, Andrei Tarkovsky and their visionary approach to filmmaking.

Did you go to film school?
Yes, I studied film and drama BA Hons at Reading University. It was an academic course that had a practical film and theater element to help inform our analysis. The course introduced me to the whole history of film, the development of the language of cinema from the early days of the Lumiere Brothers and Melies through German Expressionism, Westerns, musicals, Hitchcock, the Nouvelle Vague, British cinema, Ealing studies, Hammer Horror, the Carry On series the rise of the enfant terribles of American cinema in the ‘70s right up to the modern day (which was the 1990s at the time — eek!).

What’s your favorite part of the job?
Initial planning and final finishing! Working collaboratively with many, many different creative people, from directors, DPs, lighting gaffers, makeup artists, costume and designers, to matte painters, 3D modelers, animators and compositors.

Cursed

If you didn’t have this job, what would you be doing instead?
I started my working life as a silk-screen printer, so probably some art or craft-based work. I also like to think I could have been a photographer of some description or a director in film or theatre. I did quite a bit of acting at university, having not really done any before that, and was in a lot of plays and student films. I really got into it but left it there when I left uni.

Can you name some recent projects that you’ve worked on?
My last project was Cursed for Netflix. Before that I worked on The Alienist.

What project are you most proud of?
It’s always the latest, of course. But I think Doctor Who, which I worked on for six years, is the thing I am most proud of. As a fan of the show since childhood, it really gave me a huge sense of satisfaction to be involved with bringing it back with Russell T. Davies and the rest of the team in 2005. We tried to bring a modern aesthetic while keeping the heart of the show and bringing it to a new audience, which I think we all achieved, as the new iteration of the show has now been running for 15 years.

What tools do you use day to day?
Paper and pencil, a Canon camera (with various lenses), my Fuji X100s, my laptop, Photoshop, Excel spreadsheets, other database software (like Shotgun), a tape measure and disto, an inclinometer, a variety of tracking markers and tape and the obligatory silver ball, but I tend to leave that to the data wrangler these days.

Where do you find inspiration these days?
Real-world places, museums, art, literature, films, TV, the internet, video games and, of course, looking out the window.

How do you de-stress from it all?
Indulge in all the above inspirations, spend time with my family. Try to get out to see old or ancient buildings, sites or places or beautiful landscapes and eat lovely food.

I love photography, too, and take a ridiculous number of photos, most of which sit in some deep dark corner of my computer’s hard drive never to be seen again.

 

ArsenalCreative Adds VFX Supervisor Thomas Connors

Thomas Connors has joined Santa Monica’s ArsenalCreative as VFX supervisor/CG generalist. With 20 years of experience, Connors specializes in modeling and texture elements for CG environments for television and the automotive industry.

Most recently, Connors was the CG supervisor at Picture Shop/Ghost FX in Burbank, where for 3½ years he worked on notable projects such as The Walking Dead, Fear the Walking Dead, MacGyver, Hawaii Five-0 and Shameless. He coordinated and managed a team of 20 to 30 artists to execute simultaneous deliveries on multiple projects. He has also worked at Mind Over Eye, Sway Studio, Mirada and Big Block.

Throughout his career, Connors has worked to develop creative strategies to get the job done. For example, during COVID, while working on Shameless, he was able to develop digital environments that replicate real-life sets to create continuity for the viewer.

Connors received an Emmy Award nomination for Outstanding Main Title Design for Cosmos: A Spacetime Odyssey and HPA Award nominations for Outstanding Visual Effects for the TV series The Flash and Hawaii 5-0.

He studied media arts and animation at the Art Institute of California. He also teaches effects skills courses in using industry-based teaching concepts and real-life techniques.

VFX Supervisor Doug Larmour on The Alienist: Angel of Darkness

By Daniel Restuccio

While the visual effects on Season 1 of TNT’s The Alienist were impressive, the team took it to a new level for Season 2, The Alienist: Angel of Darkness. To illustrate Caleb Carr’s macabre and disturbing tale of a serial baby killer, the level of detail and scope of the VFX were ramped up even further this season thanks to more ambitious cinematography.

Doug Larmour

“Everyone wanted the show to look and feel as rich as, and if possible, be more plush than last year, to be grander,” says the series’ overall VFX supervisor, Doug Larmour.

The scope of the work for both seasons was to digitally extend the exterior sets and locations to make it look like 1896 and 1897 New York City. The first season of the series was mostly set in the slums of lower Manhattan, in the slums of the Bowery, but with notable landmarks such as the Williamsburg Bridge and the Statue of Liberty and a couple of wide aerial shots of Manhattan.

When Season 1 wrapped, all the CG building assets got moved into one library. Those models were used as a base by Montreal VFX houses Mr. X and Outpost for Season 2. They rebuilt and replaced many of them in order to meet the demands of the more ambitious cinematography and the greater scale that they were going for in the second season. “They had to get closer to them, and we had to see more of them,” notes Larmour.

Courtesy of Mr. X

Expanding on the show’s enhanced cinematography, Larmour reports the cameras were the same as Season 1’s, which was shot mostly with ARRI Alexa Minis. “However, we were shooting a wider format in Season 2. We shot 1:78 for Season 1, but DP Cathal Watters wanted a more cinematic feel for Season 2, so we shot 2:1. This meant we needed to create wider vistas from a VFX point of view.

“A bigger issue was that with the more cinematic format also came the desire to create a more cinematic feel to the establishing shots, so the camera tended to be higher and wider in Season 2. There was more ambition to create something grand in scale. This meant that we needed to create bigger environments, cover more screen space with CG as opposed to a digital matte painting, seeing further into the distance and have our CG work in more lighting setups. Season 1 had been a very dark show physically; a lot of the action happened at night, therefore a lot of the extensions were built mostly to work in a nighttime environment, which is often easier. In Season 2, on the other hand, we see more of the action during the day or at sunset, which is a lot less forgiving, but hopefully much better-looking in the end.”

Courtesy of Mr. X

As an example of the differences, last season showed the Brooklyn Bridge, but in the distance. “This year, we had to rebuild that asset in much more detail because in Episode 6 (spoiler alert), Libby stands on a Brooklyn rooftop precipice and looks up at the bridge,” explains Larmour. “Similarly, in Episode 4, when you see the big aerial fly-through of Newspaper Row, we had built some of those buildings in Season 1, but in really low detail because they were really far away. This year we fly right past them, and we can see every brick on them, up close and personal.”

For some of the mid-ground tenement buildings, Season 1 assets were recycled. “For the set extension down Hudson Street, those CGI models were mostly adapted assets from last season. However, if you’re in Newspaper Row or Chatham Street (Park Row), those are all brand new.” Some of the new locations and landmarks also included the Siegel-Cooper building on 6th Avenue, 5th Avenue by Central Park, the West Side piers, the Vanderbilt residence, the Metropolitan Museum of Art and Sing Sing prison. There were also some CG interior extensions, crowd replication shots, costume fixes and a CG dead baby.

Courtesy of Mr. X

Production
Larmour and the team did prep from March to May 2019 in Budapest. They started with concept drawings, got photographic reference from 1897, and “did single frame mock-ups of the type of extensions we wanted to see,” explained Larmour. “The art department had already had a concept team, Pixelloid, and they mocked up a few of the major locations, like the Siegel-Cooper Company building and West Side piers. During this process, “You want to see your choice of what type of building, how far you want to see it in the distance, whether you want to see any taller buildings peeking over the top of the row that you see.

 

 Image Courtesy of Outpost VFX

“I was there working with production designer Ruth Ammon to organize what would go beyond her sets,” continues Larmour. “What bluescreens would need to be set up, organizing the rigging team and going through scripts. We made sure that everyone agreed on what type of shot was going to be in each different sequence. We’d budget out and work with the DP and director to work out how many shots we’d have per sequence and what style of shots they would be.”

At the end of October, the crew finished principal photography, and the entire post team moved to London. “So the edit team had been in Budapest,” explains Larmour, “and trying to do assembly edits in Budapest at Colorfront. Then at the end of principal photography, we all moved — the edit team, VFX team, me and producer Jessica Smith — to London.”


Images Courtesy of Outpost VFX

They worked until December 2019, when the edits were primarily locked, turning over shots to the vendors in Montreal, having daily Zoom calls with them, looking at their previz and getting back final shots. Around Christmas, Episode 1 was pretty much done.

Then executive producer Ben Rosenblatt and post producer Kari Hobson moved back to Los Angeles. When COVID hit in March 2020, everyone was already working remotely; now they worked from home. Post continued on Episodes 2 through 8 — remotely while at home — between London, LA, Montreal and Budapest.

“Basically, Ben, Kari and I were always on a Zoom call every day with Mr. X, working through all the shots and trying to get studio approval for those shots,” says Larmour. “So it was kind of a fairly convoluted setup, but at the same time, it obviously worked quite well.”

Editorial was officially completed in July 2020.

Challenges
Larmour says one of the challenges for Season 2 was that the scale was bigger than last year. The number of different locations was much greater than Season 1. There were 883 VFX shots in Season 2. Even though the style of visual effects was traditional,” he continued, “the sheer number of setups we had to do was fairly challenging, and the amount of detail we had to put into the environments was substantial.”

One of the more challenging scenes was creating Central Park outside the Spanish Consulate. “That was an entirely CG Central Park that you saw until you see Bruna Cusi (Senora Linares) walking into the park, which is actually a park in Budapest. When she walks out of the Spanish Consulate, that’s entirely bluescreen and CG trees that you see.”

Larmour’s team digitally hand-crafted 17 different types of trees to make that work. “To make sure that we had all the different textures, all the different colors, all different shapes. That was on a level with any of the toughest environments that we’ve done.”

Newspaper Row was also really complex. They had to build a lot more custom buildings so you “see almost the entire of the south of Manhattan island in quite a lot of detail. The sheer scale of that was very hard too.”

Unexpectedly, the VFX team was also called on to do CG costumes. Two different sequences were meant to be on different story days. They were shot with the same people in the same location, but in different costumes. “We used a small visual effects house in Budapest called Front as well as Outpost for this,” says Larmour. “We did a 2D fix for John Moore’s waistcoat when he’s at the New York Times. There are also two sequences from the Lying-In Hospital where we had to make a fully CG digital double of Sara Howard and clothe her in a jacket and dress and make those match other shots.”

Larmour doesn’t know whether or not there will be a Season 3. As of this writing, The Alienist has not been renewed or cancelled. Then again, Caleb Carr does need to actually finish Book 3, on which the season would be based. “The story is set in 1915 for Series 3,” mused Larmour. “So obviously they could do it, age people a little bit. But it would be completely different skylines in New York as well, because it’d be 1915. A lot of the skyscrapers would have been built by then.”

Tools
According to Larmour, both of the main vendors used a combination of Autodesk Maya, Side Effects Houdini, SpeedTree and Photoshop to create the CG aspects of the show, such as the buildings, water surfaces, trees and DMPs. It was composited using Foundry Nuke on Linux.

“Most remote reviewing was via CineSync, which allowed for the multiple teams involved in London, Montreal and LA to watch and make comments at the same time, while all high-res reviewing happened using RV,” concludes Larmour.


Dan Restuccio is a writer/director with Realwork Entertainment and part of the Visual Arts faculty at California Lutheran University. He is a former Disney Imagineer. You can reach him at dansweb451@gmail.com.

Scanline VFX Adds VFX Supervisors Derek Spears and Nic Aithadi

Scanline VFX has grown its global VFX supervision team with the addition of visual effects veterans Derek Spears and Nic Aithadi.

Spears joins Scanline as visual effects supervisor in Los Angeles. Prior to joining the team, Spears spent 18 years at Rhythm & Hues followed by a three-year stint at Pixomondo. In addition to his extensive list of film credits, Spears has most recently been involved in bringing film-quality work to broadcasting and streaming platforms on television series such as Westworld, Watchmen, Game of Thrones, Black Sails and The Walking Dead.

Spears is a three-time Emmy Award-winner for his work on Game of Thrones, having also won a VES Award and two HPA Awards for Outstanding Visual Effects for the series. He was also the recipient of the inaugural VES Award for Best Supporting Visual Effects in a Motion Picture for his role as VFX supervisor on The Sum of All Fears.

Along with the addition of Spears, Scanline is also pleased to announce the recent appointment of Nic Aithadi as VFX supervisor in Vancouver. Aithadi held that same position for almost 18 years at MPC. Recent credits include Dolittle, The Dark Tower and Monster Trucks. He is currently supervising Scanline’s work on Marvel’s Shang-Chi and the Legend of the Ten Rings.

Aithadi received both Academy Award and BAFTA nominations for his work on Harry Potter and The Deathly Hallows: Part 1 and Guardians of the Galaxy and an additional BAFTA nomination for Harry Potter and the Half-Blood Prince.