New VFX Voice is out!

The October 2018 issue of VFX Voice is now out, and includes a bunch of articles I was able to contribute: The Lego Ninjago Movie – had a chat to Animal Logic about the film. Blade Runner – talked to chief model maker Mark Stetson about the miniatures for the original film. VES 70 –…

New dragons, new fire

As season 7 of Game of Thrones wrapped up, I had the opportunity to chat to Joe Bauer and Steve Kullback who lead the VFX effort on the show. This time we talked about the approach to dragons, and within that, the approach to fire. Check it out at VFX Voice, including a hint at…

Scott Farrar on the legacy of ‘Transformers’

I talked to ILM’s Scott Farrar about the history of the Transformers franchise, what some of the initial challenges were (their first bot designs didn’t work), and how that has changed leading up to Transformers: The Last Knight. Check it out at VFX Voice.

Get ready for more ‘Game of Thrones’

The July 2017 issue of VFX Voice from the Visual Effects Society is out, and it includes a bunch of articles I am proud to have contributed. I’ll link to them here at vfxblog over the next few days. First piece is a retrospective on Game of Thrones, with the new season just around the…

Big hugs

My newest online piece for VFX Voice is about the facehuggers by Framestore in Alien: Covenant. Check it out.

De-ageing Ego, and other Ego fx

I thought the Ego-related vfx in Guardians Vol 2 were fantastic, especially the youthenisation work by Lola, the dioramas by Animal Logic and Ego’s destruction by Weta Digital – find out more at VFX Voice.

Real-time. Real-time. Real-time.

It’s already here, but the work of Epic Games with its Unreal Engine in recent projects is showing just how much influence real-time can have in VFX. Here’s a new article for VFX Voice about the Human Race project carried out with The Mill’s Blackbird tech.

Director interview: Rupert Sanders on ‘Ghost in the Shell’

For the premiere issue of the Visual Effects Society‚Äôs new print magazine, VFX Voice, I set out to cover the effects of Ghost in the Shell. I was lucky enough to speak to visual effects supervisors Guillaume Rocheron and John Dykstra, and a whole bunch of artists from Weta Workshop. I was also able to…