Love, Death + Robots – Volume 4

Gladiator dinos. Messianic cats. Puppet rock stars. The fourth volume of Love, Death + Robots is here—and it’s wilder than ever. From Tim Miller and David Fincher, with Jennifer Yuh Nelson back as supervising director, get ready for 10 bold shorts that bend genres and blow minds!

The Animation and VFX are made by:
Buck
Aaron Sims Collective
Passion Pictures
Luma Pictures
Blur Studio
AGBO
Polygon Pictures
Titmouse

Creators: Tim Miller, David Fincher
Release Date: May 15, 2024 (Netflix)

© Vincent Frei – The Art of VFX – 2025

Better Man: Recreating the Knebworth Festival by Weta FX

The crowd. The lights. The energy. Weta FX recreates the iconic Knebworth Festival in stunning detail for Better Man. Dive into the making of this unforgettable moment in music history!

WANT TO KNOW MORE?
Weta FX: Dedicated page about Better Man on Weta FX website.
Luke Millar with Dave Clayton: Here’s my interview of Luke Millar (VFX Supervisor) with Dave Clayton (Animation Supervisor).

© Vincent Frei – The Art of VFX – 2025

Doctor Who – Lux: Behind the Scenes by BBC

From concept to final pixel — go inside Doctor Who: Lux with the BBC‘s behind-the-scenes feature and see how Framestore’s artists crafted the episode’s dazzling VFX and animation!

© Vincent Frei – The Art of VFX – 2025

Fountain of Youth

Get ready for a wild ride through time and legend. The new Fountain of Youth trailer teases a globe-spanning hunt for the mythic source of eternal life — with family drama, historical clues, and Guy Ritchie’s signature flair!

The VFX are made by:
Digital Domain (VFX Supervisor: Jay Barton)
DNEG (VFX Supervisor: Bryan Litson)
Outpost VFX (VFX Supervisor: Laurent Gillet)
Weta FX

The Production VFX Supervisor is Pete Bebb.

Director: Guy Ritchie
Release Date: May 23, 2025 (Apple TV+)

© Vincent Frei – The Art of VFX – 2025

The Electric State: Espen Nordahl – VFX Supervisor – Storm Studios 

It all started at Storm Studios for Espen Nordahl, who began his visual effects journey there 20 years ago. After gaining experience at top-tier studios such as Image Engine, MPC, and Weta FX, he returned to Storm in 2013. Since then, he’s contributed to various productions like Invasion, Black Panther: Wakanda Forever, The Last of Us, and Monarch: Legacy of Monsters.

How did you and Storm Studios get involved on this show? 

We have worked with Matthew Butler on several projects in the past, and he reached out in early pre-production to see if this was a show that would fit our team. 

How was the collaboration with the Russo Brothers and VFX Supervisor Matthew Butler?

It was great. We were given tons of autonomy and creative freedom to come up with ideas, designs and solutions and present them to Matthew and the brothers, and had a big say in which sequences and shots we worked on. 

What are the sequences made by Storm Studios? 

We did the prologue sequence, where the history of the robot war is explained. We also did a couple of VR sequences – one in a lake environment, one in a memory of Skate’s mother and one where Michelle talks to her brother in an Xmas memory, and a handful of one-off shots and shorter sequences with non hero bots. 

Each robot in the “robot war” sequence is unique. Can you walk us through your process of  designing and animating these robots to ensure each felt distinct while still fitting within the same universe? 

We tried to stay as faithful to the design language in Simon’s book as possible. That meant making the  bots look like they were designed and built in the 90’s – and some times 80’s and 70’s depending on the  bot. So we referenced a lot of old, analogue tech from that time. What worked best was when each bot was designed to do a specific job instead of a human – gardening, delivering mail, collecting trash etc. 

In terms of animation, what were the biggest challenges in giving the robots a sense of weight and physicality during the battle sequences, especially given the variety of shapes and sizes?

We spent a lot of time studying real robots and machines. One of the key factors to make them look old and clunky was to restrict their range of motion in their design. We tried to stay away from ball joints, and as often as possible using only one axis of rotation at the time. 

Another helpful ingredient was to break motion up sequentially. So instead of for instance walking up  to an object and reaching down to pick it up in one fluid, overlapping motion, we’d break it up into sub steps with breaks in between. We found the more we broke up a task into segments and the longer we’d make the pauses between each the more clunky and less human the motion would look. 

Were there any specific references or inspirations you drew from for the movement and  personality of the robots, or did you develop original techniques for this particular project?

The references we used the most were the Boston Dynamics videos – especially the older ones – as well as videos from robotics classes at several universities. We gravitated towards any reference where the motion felt old or clunky, as we wanted to avoid them looking too modern or fluid. 

Mocap was great for blocking in scenes and trying out things, but they almost always came out too “human” and fluid, so once bot selection and layout was approved for a shot, we almost always used keyframe animation to take them to final. 

How much creative freedom did you have in terms of designing the robots versus adhering to a  specific vision from the director or other departments? 

When we were brought on to the project the were some designs that were already done – either from the book itself, or by production. But most of the bots were designed by us. Every department was encouraged to pitch in with ideas, whether it was blocking out a model, doing some prototype  animation or drawing concept art. We had a ton of fun coming up with hundreds of designs, around 50 of which were made into bots used in shots. 

Given the wide range of unique robots in the film, how did you manage the technical aspects of  creating so many different assets, ensuring each had its own functionality and animation, while  maintaining consistency in the sequence? 

Honestly, we didn’t use too many clever solutions here. Just plain old building a lot of robots from scratch. We did of course have texture variations to create a wider range of looks and regional variants – and the riggers encouraged modellers to stick to a set of joint designs so the rigs could stay modular. 

The VR world in The Electric State plays an important role in the film. How did you approach  the creation of this world, and what were some of the key challenges in making it feel immersive  and integrated into the story? 

When we started our VR shots there was already some work done by One Of Us on the buildup of VR  the world when Michelle takes on the VR headset for the first time. We referenced this a ton in all our shots, staying as true to the visual language they had established as possible. The key being to have the artifacts feel as analogue as possible. So staying away from polygons, wireframes, pixels and particles,  but instead using optical artifacts and analogue glitching seen in VHS, betacam, film etc. 

The lake world sequence stands out visually. What were the main challenges in creating the  water and surrounding environment, and how did you blend practical effects with digital  elements to create that scene? 

The brief for the lake world was that it needed to look photo real, but larger-than-life in design. Luckily we have some incredibly beautiful lakes here in Norway, so we travelled up to two of them – Lovatnet  and Oldevatnet – gathering as much data as possible. Photogrammetry, drone footage, still photography as well as moving footage with the Alexa 35. 

All of this was combined in Houdini, Maya and Nuke to create a custom environment from parts of the real location. The actors on set were standing in shallow water for interaction, but in the end it proved  to be more work to integrate reflections of our environment into that than to re create it in Houdini. It did provide amazing reference of how the real ripples behave, and was great timing reference for rotomation. 

Can you talk about the collaboration between the VFX team and the live-action crew during the creation of the virtual worlds, especially the lake scene? What was the process like for translating the director’s vision into a fully realized virtual environment? 

We were given a ton of freedom on how to execute the lake scene. Since the lakes we wanted to shoot  were here in Norway we were the ones shooting them, saving production the trip (and hike), and  maintaining control over exactly what data to get and how to process it. 

The bluescreen plates were of course shot by main unit. As was the Skate’s mom sequence. We received a huge amount of data from all three shoots – LIDAR, prop scans, reference photography and additional plates. It all proved incredibly helpful in creating the glitching effects. 

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

I would say the scope. We are a small studio, and before Electric State we had never done this many high complexity shots on a single project, and it was amazing to see everyone in the team step up and  deliver across the board. Everyone cared so much about this project, and it really shows. 

How long have you worked on this show? 

We worked on this show for a little more than two years. 

What’s the VFX shots count? 

We delivered around 100 final shots for the movie. 

What is your next project? 

I’m not allowed to talk about our current project unfortunately, but among our recent ones that just premiered is The Last of Us season 2 and Sinners, both of which we did a lot of very challenging and fun work on.

A big thanks for your time.

© Vincent Frei – The Art of VFX – 2025

Captain America – Brave New World: VFX Breakdown by Digital Domain

Behind one of the most intense sequences in Captain America: Brave New World is the magic of Digital Domain. An 8.5-minute CG dogfight, digital doubles, new cloud tech, and the glorious return of Celestial Island—all built from the ground up!

WANT TO KNOW MORE?
Digital Domain: Dedicated page about Captain America: Brave New World on Digital Domain website.
Hanzhi Tang: Here’s my interview of Hanzhi Tang, VFX Supervisor at Digital Domain.
Alessandro Ongaro: Here’s my interview of Production VFX Supervisor Alessandro Ongaro.

© Vincent Frei – The Art of VFX – 2025

Heads of State

Big Explosions. Bigger Egos. John Cena is the U.S. President. Idris Elba is the UK Prime Minister. Together, they’re the last hope to stop a global conspiracy — if they don’t kill each other first. Watch the action-packed trailer for Heads of State now!

The VFX are made by:
DNEG (VFX Supervisor: Fabricio Baessa)
RISE
Untold Studios
Milk Visual Effects
HOST VFX
Territory Studio
Goldcrest Post London

The Production VFX Supervisor is Raymond Chen.
The Production VFX Producer is Jakub Chilczuk.

Director: Ilya Naishuller
Release Date: July 2, 2025 (Prime Video)

© Vincent Frei – The Art of VFX – 2025

Kingdom of the Planet of the Apes: Creating Proximus Caesar’s Encampment by Weta FX

Enter the heart of Proximus Caesar’s domain. Weta FX reveals how they crafted the brutal beauty of the apes’ camp in Kingdom of the Planet of the Apes—a place of power, fear, and survival!

WANT TO KNOW MORE?
Weta FX: Dedicated page about Kingdom of the Planet of the Apes on Weta FX website.
Stephen Unterfranz (Unter) and Phillip Leonhardt: Here’s my interview of Stephen Unterfranz (Unter) and Phillip Leonhardt – (Sequence VFX Supervisors) – Weta FX.

© Vincent Frei – The Art of VFX – 2025

The Accountant 2

He’s back — and he’s not alone. Ben Affleck returns as the lethal math genius, joined once again by Jon Bernthal. Check out the final action-packed trailer for The Accountant 2!

The VFX are made by:
Hollywood Visual Effects
Gneiss Stuff VFX
22 Dogs

The Production VFX Supervisor is Bruce Jones.
The Production VFX Producer is Petra McElvenny.

Director: Gavin O’Connor
Release Date: April 25, 2025

© Vincent Frei – The Art of VFX – 2025

Marie Antoinette – Season 2: VFX Breakown by Benuts

Marie Antoinette Season 2 is back with elegance, drama… and invisible VFX by Benuts. From palace extensions to seamless period enhancements, the studio brings 18th-century France to life—without stealing the spotlight!

WANT TO KNOW MORE?
Benuts: Dedicated page about Marie Antoinette on Benuts website.

© Vincent Frei – The Art of VFX – 2025