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Visual effects supervisor Bill Georgiou and associate visual effects supervisors Stephen Tong, George Kuruvilla, and Arnab Sanyal discuss ILM’s visual effects contributions to the final season of Netflix’s hit series.

By Jay Stobie

(Credit: Netflix & ILM).

The struggle against Vecna (Jamie Campbell Bower) rises to an epic crescendo in the fifth and final season of Netflix’s Stranger Things (2016-2025), as Jane “Eleven” Hopper (Millie Bobby Brown) and her friends seek out their foe in a bid to protect Hawkins from impending doom.

ILM visual effects supervisor Bill Georgiou and ILM associate visual effects supervisors Stephen Tong, George Kuruvilla, and Arnab Sanyal spoke with ILM.com to highlight Industrial Light & Magic’s visual effects contributions to all eight episodes of season five, which included crafting the gruesome membrane wall surrounding the Upside Down, creating the Demogorgon attack on the MAC-Z base, melting a room around Jonathan Byers (Charlie Heaton) and Nancy Wheeler (Natalia Dyer), and much more.

Accessing the Upside Down

(Credit: Netflix & ILM).

“I was the ILM visual effects supervisor for Stranger Things, and I oversaw our global team,” Bill Georgiou shares with ILM.com. “Each ILM studio – Sydney, Vancouver, and Mumbai – was run by very talented associate visual effects supervisors – Stephen, George, and Arnab – who I worked closely with. I also worked directly with the clients, in this case, the Duffer Brothers and client-side visual effects supervisor Betsy Paterson, and I even spent almost two months on the set with them. ILM was initially awarded around 1,200 shots overall, spread across every episode.”

The scope of ILM’s shots was vast, encompassing a range of visual effects disciplines. Whether ILM was adding major environmental extensions to bolster the Hawkins set and provide a bird’s-eye view of the town, inserting spores throughout the Upside Down’s air, or working with assets like digital doubles, Demogorgons, and a massive vine creature, every department was involved. Given the breadth of ILM’s duties, the schedule and availability of the artists at ILM’s Sydney, Vancouver, and Mumbai studios determined who received which tasks. “I was the associate visual effects supervisor in Sydney,” Stephen Tong relays. “We did about 600 shots in Sydney, and I had the pleasure to be with Bill in the same office, which made things a lot easier.”“

ILM’s Vancouver studio did about 350 finals in total,” associate visual effects supervisor George Kuruvilla notes about his site’s responsibilities. “While Bill sleeps, we get everything else ready on this side of the world [laughs].” Associate visual effects supervisor Arnab Sanyal, whose site is ILM’s newest addition, reports, “I managed the team here in Mumbai, and we got over 250 shots. When ILM’s Mumbai studio began in 2022, many of us came to ILM from other studios. Our team was growing, so the initial projects we did consisted of basic-level work. However, year after year, our projects are getting more and more complex, which shows that the more established ILM sites have trust in us. We’re always doing something interesting, and that’s the best part. As a creative, that is the type of assignment that we look for.”

A Memorable Membrane Wall

(Credit: Netflix & ILM).

The seemingly infinite membrane wall surrounding the Upside Down became an asset that embodied ILM’s global approach to the project. While production had built a portion of the wall on set for the actors, ILM needed to extend the otherworldly barrier into the vast unknown and modify it for multiple scenes. Although the digital asset was built at ILM’s Sydney studio, the other two sites needed to alter it for their own shots. For example, while Vancouver focused on Steve Harrington’s (Joe Keery) car striking the wall, Mumbai handled the sequence where Eleven and Jim Hopper (David Harbour) fight the army at its foundation.

The Sydney studio tackled the wide establishing shots of the wall, as Tong explains, “We needed the wall to look good in wide, medium, and close-up shots. When we do big environments, you normally think of hard surfaces, like mountains and rocks, but this was more of an organic, fleshy wall. There was liquid running down the wall, and then we needed to tear it and heal it – George’s team had to put a BMW through the wall and do all sorts of creative things.”

Georgiou concurs, recalling, “There was so much look development time put into that wall. We started with a fleshy concept that the client provided. We looked at all kinds of medical reference, and it had to have a very visceral, human feeling to it. We worked on the wall for about six months, if not longer, and based it on human tendons, veins, and pustules. All of the work that we did was grounded in reality in one way, shape, or form. Our references were quite gross [laughs], and our texture and look dev artists had to look at the worst of it all. It was pretty horrific at times. The wall had to have a subsurface component as well because the characters were shining flashlights onto it, and we needed to see light disperse through it.”

“In dailies, when we talked about some of the liquids, we used food as reference because people know the difference in viscosity between honey and blood, for example,” Tong reveals. Turning to the hole that is eventually torn into the wall, Kuruvilla echoes Georgiou’s observations about the grotesque nature of certain references, saying, “The client requested the wall to feel like it had been ripped, so we looked at photos of the inside of a whale. The edges needed to feel like a butcher’s knife had gone through it.”

Mumbai set its sights on another section of the wall, where Eleven and Hopper take refuge behind a billboard before clashing with the army. “The main asset for the membrane wall came from Sydney, but our angle of the wall was slightly different from theirs, so we had to work on the asset for our shots. There is a massive amount of detailing that normal viewers might not notice,” Sanyal opines. One such component even consisted of a soldier urinating on the membrane wall, which meant that, as the ILM team recalls with a laugh, they needed to run effects simulations so that the liquid’s properties lined up precisely with how the filmmakers wanted it to appear on screen.

The Void and a Vine

After Steve Harrington’s BMW collides with the membrane wall, a thrilling sequence sees the car pulled through the opening and out into a nebulous void. “We started with a full CG shot where the camera moves through the hole in the membrane wall, and when it goes onto the other side, you’re in the void and look up to see a different scale of the wall,” Kuruvilla remarks about the Vancouver studio’s approach. “The challenge is the scale because on one side of the wall you see Jonathan and Nancy standing in front of it, and you sense that it is infinite – but you don’t see it go on forever.”

Georgiou agrees, acknowledging, “Scale was so important. The BMW is literally flying through, and the camera’s following it, but then, as the camera turns around, we’re supposed to see the ‘inside out’ version of the wall. The level of detail was quite high, but the detail scale had to be quite small so that it felt enormous and as if our camera had traveled a huge distance away to be able to see the entirety of this wormhole-shaped wall.”

When the time came to work on a vine creature from the Upside Down that has been captured by the military, ILM sought to keep the visual language consistent with the membrane wall. “This massive vine had to have its own character. Vines are particularly tough to do, especially when they have to wrap around an actor. In this case, it had to wrap around Hopper’s neck and lift him up. We spent a lot of time in look development to get the vine to be realistic and have similarities to the wall with pustules and a mucus covering,” Georgiou divulges.

The vine’s interaction with Hopper’s neck was a notable obstacle, as the character’s attire and features acted as hurdles to making that interaction believable. “They filmed the shots using a pool noodle around David Harbour’s heavily bearded face and neck as he was suspended from the ceiling,” Georgiou describes. “To keep the vine alive, we were required to add additional motion and rotation which meant that both his clothing and long hair and beard would need to move and interact with the vine. We meticulously match moved and look-deved the actor with a digi-double and created a groom for his hair. Both the hair and the clothing were then simulated to allow us to get the pressure of the vine’s squeeze and shadows from the various set lights onto David.”

“On top of that, the shots were very difficult to integrate for compositing,” Tong asserts. “The on-set lighting had many spinning lights off-screen. It was a hazy environment, and the atmosphere changes in every frame as the particle light spins. So, when you integrate something with the plates in those lighting conditions, you have to be careful to match those levels and the haziness.”

MAC-Z Mayhem

Another entity essential to the Upside Down was Stranger Things’s legendary Demogorgon design. Wētā FX upgraded the Demogorgon model from previous seasons and passed it to ILM for their own Demogorgon sequences, where the team then modified the creatures for an attack on the MAC-Z military base in the center of Hawkins. “The Demogorgons are iconic to the series, and it was so cool to work on them and their look dev,” emphasizes Georgiou, whose tenure on set was largely devoted to overseeing this climactic battle, which gradually results in the Demogorgons becoming dirtier, bloodier, and even burned. “I will never look at barbecued chicken the same way,” Georgiou jokes about the reference ILM used for the burned Demogorgon.

ILM placed blood maps on the Demogorgons’ arms, legs, and chests to reflect the carnage they wrought, as ILM’s sequence required the team to supply a different type of Demogorgon performance than the show’s other vendors. Whether the Demogorgons are lifting or stomping the soldiers they faced, it was necessary to have simulations for skin sliding and muscle movements. The effects team added drool and blood, while impact points were created so the animation department could depict dents in the Demogorgons’ skin where bullets were impacting them.

“Our animation team was incredible, as both Mumbai and Sydney did a fantastic job with getting the physicality and weight for the Demogorgons,” Georgiou proclaims before expressing his joy over seeing ILM animators film themselves lumbering, slashing, and roaring to provide reference, commenting, “For creatures that are eight-plus feet tall and have extremely long arms and claws, with enough strength to jump across entire sets, they worked really well.”

As the fight unfolds at the MAC-Z, Demogorgons also pursue children through an underground tunnel. “Mumbai had those Demogorgon shots,” Sanyal explains. “The Demogorgon’s animation and the way it moves were not easy things to do because it was not human-like, but not truly animal-like either. When Will Byers [Noah Schnapp] uses his telekinetic power, we had to determine how the Demogorgons would react, shake, move, and finally break.” Tong also beams about reviewing the shocking revelation in dailies, reminiscing, “When Will stopped the Demogorgon from killing Mike Wheeler [Finn Wolfhard], I knew this scene was going to make fans jump on the sofa and scream. It’s so iconic and unexpected.”

Demogorgon movements weren’t the only delicate aspect of the tunnel scene spearheaded by the Mumbai studio. “We tackled three or four rifts within the tunnel, with the most intricate details in the closing one,” Sanyal states. “Imagine a spider drawing an insect into its web – that’s how a child was being pulled into the rift, and the entire web reacted to their movement. Our FX team handled this unique and challenging work, resulting in a truly amazing final output!”

An On-Set One-Shot

(Credit: Netflix & ILM).

Speaking to the time he spent on set in Atlanta for the MAC-Z battle, Georgiou elaborates, “Being on set was wonderful, and it was the only way for me to be able to understand the scope of that sequence. Production built this tremendously huge 360-degree set where they had shipping containers stacked seven or eight high, covered in blue screen for the set extensions. There were over 100 extras and 150 lights from every direction flashing on set. I was there early to watch the rehearsals and see the choreography of how it was going to go down. The Duffer Brothers were kind and generous with their help and questions, and they asked our opinions too.”

A lengthy shot in which Mike Wheeler and his companions attempt to avoid the chaos as Demogorgons wreak havoc on the base was done in a continuous take and represents one of the primary reasons for Georgiou’s presence on set, as he outlines, “The oner was a huge accomplishment. It was filmed handheld and with a fast shutter speed, so it looked like war journalism footage.”

As delicate as the on-set choreography was, ILM’s postproduction work was equally taxing. “Everything had to line up on set, but then it took a long time to put the layout all together. We had to animate, light, and comp on top of the plates. The 100-plus soldiers have muzzle flashes, their guns are emitting shells, the bullets create dents as they hit the Demogorgons’ skin, the Demogorgons have breath and their bodies are sweaty – there’s so much detail put into the oner, and into the MAC-Z sequence as a whole, and it went off without a hitch.”

Extending an Exterior

A second military base resides in the Upside Down, and Eleven infiltrates it by leaping over its perimeter. A set was constructed on a soundstage, but ILM needed to build a large extension for the base’s exterior and connect it to the set piece. “We started with the asset and did a significant extension of the base,” says Sanyal before turning to an intriguing fact about ILM’s contributions to the scene. “When Eleven is running prior to her jump, there are vines all around. We made sure the vines were properly placed and physically accurate from one shot to another in order to maintain continuity.

“Once Eleven jumps, she lands on a practical glass roof, but many shots in that area were completely CG,” Sanyal continues. “To integrate those shots, everything had to be balanced so the CG portions looked like the same type of glass roof that she jumped onto. It was an exciting sequence to work on. The military base asset was originally created to be smaller, so we rebuilt on top of it. There was barbed wire and multiple spotlights around it, and we wanted the lighting to pick up those interesting highlights.”

A Melting Menace

In another intense scene, Nancy and Jonathan become trapped in a room within the Upside Down’s version of the Hawkins laboratory as the facility essentially melts around them. Although this was filmed on set, the client determined the gray material they had used for sludge was too thin and had surface air bubbles that made it appear too much like water. The Vancouver studio was tasked with replacing that practically-filmed liquid with a substance even thicker than house paint.

“We were concerned about continuity and coming up with the reality, weight, and viscosity of the fluid that the characters were moving through. They were walking through it and pushing their hands through, so there was interactivity that was happening. The fluid needed to feel thick and viscous, and ultimately every background – the walls and floor, and even the surface of the table that Nancy and Jonathan were sitting on – was completely replaced,” Georgiou discloses.

Kuruvilla shares Georgiou’s perspective on the matter of ensuring that the melting remained consistent, stating, “One of the things that I found most challenging was keeping continuity across the shots while the walls were melting. When you’re replacing a fluid and matching something that’s real, you’re matching a physics-based simulation and taking it over in CG. Blending between CG and the plates is the hardest part.”

Upside Down Destruction

The melting room’s strange properties are caused by an energy sphere atop the Hawkins lab. The client-supplied brief described the sphere as having an outer shell that cloaks its interior core, but exploring the specifics was left to ILM. “One of the amazing things about this client is that we weren’t just a vendor – they were looking for partners in creating and building these otherworldly things,” Georgiou begins. “ILM had a spectacular concept artist in [visual effects art director] Amy Beth Christenson, who created the first images of the sphere and the sphere breaking apart. That art served as our inspiration for our two years of working on the show. From there, the effects team looked at cellular structures and human body-heavy references.”

In time, the sphere explodes, unleashing enough energy to wipe out the Upside Down, including the membrane wall. “An energy wave hits the membrane wall, and Vancouver was involved in that destruction. The wall is such a large and tricky asset – it’s so detailed, and it has effects like mucus and other elements that run over top of the wall,” Kuruvilla professes. “Destruction-wise, our effects teams did simulations on the wall, and we built veins, membranes, and fleshy pieces inside the wall to accentuate the break and tear as the energy hit it.”

The catastrophic demolition strikes many familiar landmarks in the Upside Down. “The Vancouver studio built the Hawkins High School. There’s the school and a packed car park, so we researched which types of cars were there at that point and kept it as faithful to the references as possible,” Kuruvilla continues. “Our last build was the Wheeler house, and our artists went through images from seasons one through four. They got drawings and plans of the set to figure out where the basement would be and what the wallpaper was. Where the kids play their games, the artists put up the same posters and all sorts of references from the show for when the house would be destroyed.”

The sphere’s explosion reaches a heartwrenching conclusion at the rift gate linking the MAC-Z base to the Upside Down, where Eleven stands defiantly as the rest of the Upside Down is being torn down behind her. “ILM’s Sydney studio did some of the destruction behind Eleven in that last emotional scene. The look of it came from the effects team, and we were very grateful. Many of our team members are fans of the show and wanted to add stuff that they think is cool and appropriate to the world of Stranger Things,” Tong affirms.

Spore Wars

While sensational effects tend to get the majority of fans’ attention, even the subtle spores residing in the Upside Down’s air throughout the season provided ILM with an opportunity to work its magic. “The spores have their own individual rotation, so we built them like a ravioli to have some width and thickness in their center. This way, when they rotated toward the camera, you wouldn’t lose them as if they were a single plane. That rotation, plus any camera motion, became challenging because it could quickly start to look too much like snow or as if we’re traveling through hyperspace in the Millennium Falcon,” Georgiou concludes.

The filmmakers art directed the spores’ placement and movement, guaranteeing each scene contained the right amount of spores while avoiding any errant spores falling in undesirable locations. “Since the spores are transparent, our work depends on what the back plate is. There’s no set formula to say we’re going to do, for example, 70% opacity and have it work across the whole shot – it’s not going to be like that. If the plate is too dark or too light underneath, we have to manually change the spores’ opacity or the sharpness of the edges to work with the plates.”

Sanyal hones in on the troubles inherent with lighting the spores that ILM’s Mumbai studio inserted into Eleven’s battle with the army near the billboard, imparting, “There are spores all around, and we need to consider how they will react to every light. The soldiers carried guns, and each gun had a light source attached to it. Every time the guns move, the spores in that area need to react to it. Most people don’t realize how much effort goes into our work. When you genuinely dive into the levels of detail that are required, it’s incredible. The spores are so minute, but their behavior and movements are specific. Spores kept us on our toes for a long time [laughs].”

A Worldwide Wonder

(Credit: Netflix & ILM).

The smooth collaboration across ILM’s Sydney, Vancouver, and Mumbai studios on the final season of Stranger Things demonstrates the extent of ILM’s capabilities as a global visual effects powerhouse. “This show is a great example of ILM’s cross-site workflows. Our supervisors and teams all worked together. The level of communication was terrific, and that can be hard – you can have too much conversation, where people are talking and not enough is getting done. At the same time, you can have too little, where things get missed and extra time is needed to solve something. But on this show, right from the start, we were so well-aligned and efficient,” Kuruvilla attests.

“Our three sites worked together so well,” Tong adds. “Production expertly split the work between us, establishing the schedule of who developed what and how these assets would come together in a way that each studio could deliver their work on time. Bill is always so nice to work with and accessible, especially when his office is next to mine [laughs]. If I have questions or anything I want to show him, I can get feedback or approval as soon as possible, so the team can keep going and get the shot done.”

“This sort of collaboration is what ILM is all about. In almost every show we take on, we are working with multiple ILM sites,” Sanyal observes. “We received so much support from the Sydney studio – my CG supervisor, Kunjal Dedhia, stayed in continuous touch with theirs because there were assets that we were handing over to each other. The collaboration we see at ILM is important, and it’s unique compared to other places I’ve worked. Everyone here feels part of the same team and shares the goal of delivering a show to the best of their ability – the only difference is the time zone.”

For Georgiou, having the role of overall ILM visual effects supervisor meant stepping back at times to allow his associate visual effects supervisors to lead their respective studios. “I actually had to pull myself out of being as involved with the Sydney team because I was so used to being as available as possible, and I needed to let Stephen – and George and Arnab, as well – work with their teams on their own and build those relationships. They are so smart and gifted, and watching them encourage and support their artists blew me away,” Georgiou avows.

Kuruvilla praises the range of tasks ILM completed this season, saying, “The sheer volume of work that ILM took on for this season was astounding. We did such an immense number of varied shots and sequences with different assets – there was so much cool stuff in one show, and it was so rewarding to be a part of it.” Tong confirms, specifying, “The visual effects are so diverse. Digital doubles, environments, big effects, plate-based work, full-CG work, characters – it’s all there.”

Of course, confronting such monumental assignments is what ILM thrives on, as Georgiou contends, “Working on Stranger Things felt like having Christmas morning every day – waking up and opening shots from Vancouver, and then looking at the new shots in our daily sessions from Sydney and Mumbai. It was a joy.”

Jay Stobie (he/him) is a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.

Industrial Light & Magic artists Marc Whitelaw and Maia Kayser discuss the studio’s work on director Sam Raimi’s Send Help, and how its rampaging boar sequence evolved into something bloodier and funnier.

By Jamie Benning

(Credit: ILM & 20th Century Studios).

There’s a moment in Send Help (2026) when the film shows its hand. What begins as a familiar survival setup quickly escalates into something far more chaotic. Stranded on a desert island, Linda Liddle (Rachel McAdams) is attacked by a wild boar. After an extended moment of intensity, the audience settles into laughter, waiting to see what comes next.

It’s a tonal balancing act rooted in the filmmaking of Sam Raimi. Across films like The Evil Dead (1981) and Drag Me to Hell (2009), Raimi has consistently pushed horror into a space where shock and humor sit side by side. The violence is heightened, the reactions are exaggerated, and the audience is invited to laugh as much as recoil.

ILM’s work focused on bringing the boar to life and shaping the escalation of the attack, balancing physical realism with increasingly exaggerated behavior. The challenge was not simply to create a believable creature, but to understand how far that believability could be stretched.

Escalation as a Creative Process

What defines the sequence is not just how extreme it becomes, but how deliberately that escalation was shaped by the filmmakers. It doesn’t begin at full intensity. It builds, step by step, each beat pushing the limits of what feels plausible before extending beyond it.

That progression emerged through iteration. Early versions of the work aimed for something grounded, integrating the creature naturally into the environment. But with each pass, it became clear that realism alone wasn’t going to carry the scene.

Marc Whitelaw, lead digital artist and compositor at Industrial Light & Magic, explains how quickly that restraint fell away once the tone of the film began to assert itself. “We started off fairly reserved, holding things back and integrating the creature into the plates,” he tells ILM.com. “But throughout production, it just kept going further and further until we were essentially making blood. We added so much blood.”

What’s notable is that this escalation wasn’t something the team had to fight for. In many productions, there’s a point where things are pulled back, where excess is trimmed in favor of control. Here, the opposite happened. Each version went further, and the response was to go further still.

“It felt like no matter how far we went, the response was always ‘yes, yes, yes,’” notes Whitelaw. That direction often came down to a simple note from Raimi: “kill, kill, kill.” It became something of a guiding principle for the sequence, not just in terms of violence, but in how far each moment could go.

That kind of feedback loop changes how a sequence is built. Instead of working toward a fixed target, the team was discovering the tone in real time, using each iteration to redefine what felt appropriate. By the end of the process, ideas that might once have seemed excessive became essential. “We even had an eyeball pop out of its socket, and it all seemed to work,” Whitelaw adds. “Sam clearly knew what he was looking for, and I think we delivered that.”

Director Sam Raimi and actor Rachel McAdams (Photo by Brook Rushton © 2025 20th Century Studios All Rights Reserved).

A Different Kind of Production

That freedom to push the boundaries was shaped in part by the scale of the project itself. Coming off a large production, Whitelaw found that the transition to a smaller team immediately changed the way the work developed. Fewer layers meant faster feedback and a more direct exchange of ideas between departments. “I finished on Tron: Ares (2025) before joining Send Help. It was a huge project with a big team, so moving onto something much smaller was a really nice contrast. Even though there was still a lot of work to get through, it felt very different.”

Where larger shows can become segmented, this environment allows ideas to move more fluidly. Departments were working in constant dialogue, shaping the sequence collectively rather than handing it off stage by stage. “We worked very closely together. It was collaborative and quite intimate between departments, with a lot of cross communication and shared problem solving,” says Whitelaw.

Just as important was the proximity to the filmmakers. Rather than reacting to notes after the fact, the team was seeing those reactions in real time, adjusting and evolving the work as the tone became clearer. “Being in client calls with Sam Raimi and seeing his reactions firsthand, then watching him take ideas and run with them, made it a really fun project. I had a great time.”

Alongside the digital work, the filmmakers also captured practical elements on set to help sell the interaction. Blood hits were captured directly with Rachel McAdams, giving the sequence a tactile base that could then be enhanced further in post.

For animation supervisor Maia Kayser, that same dynamic extended to how performances were built on set. “Well, they had an on-set head in the last scene where you see it drop in. That was a practical element,” she tells ILM.com. “And then they also had this dummy on rollers that they used, which helped with the interaction and the timing. Everything gelled, both with the client and within the ILM team. We fed off each other, brainstormed ideas, and it created a really fun environment where a lot of great ideas came from.”

The practical boar puppet used live on the set (Photo by Brook Rushton © 2025 20th Century Studios All Rights Reserved).

From Realistic Animal to Wild Character

At the center of the sequence is the boar, and its shift from realism into exaggeration sets the tone for what follows. The starting point was realism. A believable animal, behaving in a way audiences would recognize. But as the sequence developed, it became clear that realism alone was limiting what the scene could achieve.

“The original idea was a hyperrealistic boar, so we started in a more subdued place,” notes Kayser. That approach quickly gave way to something more expressive once early versions were reviewed. The direction shifted toward aggression, exaggeration, and comic performance.

“As we showed our first takes, the direction became clear – we needed to push it further, and make it more aggressive,” Kayser says. “It was so great to have very clear direction from Sam Raimi. It’s about finding those comedic pauses, at least in animation. It’s all about timing. It’s all about finding those right pauses.”

That timing is what allows the sequence to pivot from tension to release. The boar drops. The audience breathes. Then it rears back up again, taking everything further into excess – with snot, blood, and movement all exaggerated to the point where the violence tips into comedy. Kayser points to the spearing moment as one example of how far the sequence could go.

“I remember when the beast first gets speared. Initially, the way we animated it, we had him just going and running right into the spear, and then Sam Raimi was like, ‘No, you gotta take this much further. We really want to make this funny.’ So we had him literally run at the spear, and he gets lifted off the ground and lands again. It worked. It made it funnier.

“We also started adjusting the model, so it became grittier, dirtier, and more injured,” Kayser adds. “It was interesting to see how it evolved and became increasingly gory.” This shift is crucial. Moving away from strict realism, the team created space for exaggeration, allowing the animation to carry both threat and humor without breaking the audience’s suspension of disbelief.

(Credit: ILM & 20th Century Studios).

Building Through Collaboration

Many of the sequence’s defining moments didn’t originate from a single department. They emerged through conversation, evolving across reviews as ideas were picked up, challenged, and developed further. In one case, what began as a relatively contained moment of violence quickly escalated into something far more extreme, as each iteration built on the last.

Kayser explains how those ideas would often take shape in discussion before finding their way into the work. “It would be just randomly in these meetings where we talk. At first the gore and violence was actually happening in the ear.”

That initial idea didn’t last long. As the work developed, the team began looking for ways to push the moment further, both visually and tonally. “And then that evolved. She [McAdams] holds onto one ear and starts stabbing the other ear. Well, it had to be even gorier,” Kayser says.

From there, the moment shifted again, moving beyond what had originally been planned. “This whole thing came about with the eye. And Marc was saying, ‘Well, what if we just have the eye kind of pop out and roll down?’” Kayser says.

What followed is a clear example of how the sequence came together across departments, with each layer adding to the final result. “So we integrated that in animation. And then comp started squirting all the blood out,” Kayser explains. “It was really over the top, but it was so fun because there was such a great collaboration with the client and also internally, brainstorming and really trying to go with these ideas and push the envelope.”

(Credit: ILM & 20th Century Studios).

Timing the Chaos

For all its intensity, the sequence works because of control. Not control of scale, but control of timing. The humor doesn’t sit outside the action. It is embedded within it, often arriving in the pause before the next escalation. Those pauses give the audience just enough space to catch a breath and process what they’re seeing before the sequence escalates again.

“The comedic side, especially in animation, is all about timing,” says Kayser. “It’s about finding the right pauses.” Those moments are carefully shaped, often by pushing them further than instinct might initially suggest. “Sam would say, ‘Take this much further, we want this to be funny.’”

One moment in particular captures that shift from realism into exaggeration. “I remember thinking it might not play when we had the boar run into the spear, get lifted off the ground, and then land again. But it worked. It made the moment funnier.”

The success of that moment depends on the design of the creature itself. Because it sits slightly outside strict realism, the audience accepts that level of exaggeration. “If the asset had been fully realistic, it might have looked strange,” Kayser notes. “But because it was stylized, we could exaggerate the animation and make it work. Make it over the top and still believable.”

(Credit: ILM & 20th Century Studios).

The Audience Test

For all the iteration and refinement, the final measure of the sequence is simple. It either lands with an audience, or it doesn’t. That reaction can’t be simulated in a review or a client call. It only becomes clear when the film is played in front of a crowd. “It’s always fun in the theatre, you get to watch how people react,” says Kayser.

When the sequence played, the response confirmed what the team had been building toward. “I love that moment where the boar kind of dies, and then Linda breathes, and then it cuts to a close-up of her, and then it rears up again and snot continues to fly. Once the scene is finished, you know, there was that moment of release, and everyone started laughing,” says Whitelaw. In that moment, the balance between horror and comedy, realism and exaggeration, finally clicks into place. “I remember thinking, ‘It worked.’ It looked great.”

(Credit: ILM & 20th Century Studios).

The Throughline

What runs through the work on Send Help is not just technical craft, but the way that craft is shared. The sequence works because it was shaped across departments, with ideas passed around, refined, and developed by artists working toward the same goal.

For Marc Whitelaw, that collaborative approach is not unique to this project, but something fundamental to how ILM operates. Even on larger productions, where teams are more segmented and timelines tighter, he sees it as the key to unlocking better work. “One of our core principles at ILM is collaboration, and I’d love to see that continue on every project I work on,” he says. “On bigger shows, when teams are trying to hit deadlines, it can be harder to try new ideas and approaches. But whenever there’s an opportunity, it’s one of ILM’s strengths.”

That mindset was particularly evident on Send Help, where the smaller team allowed ideas to move more freely and evolve more quickly. For Whitelaw, it wasn’t just the scale of the work that stood out, but the level of care that went into it at every stage. “The smallest of details never got overlooked,” he explains. “Even things that no one asked for would get improved, just because people wanted it to look as good as it could.”

Sam Raimi studies the production’s storyboards while on location (Photo by Brook Rushton © 2025 20th Century Studios All Rights Reserved).

Kayser sees that same idea on the animation side, but also in terms of what artists take away from working in that environment. For her, one of the defining aspects of ILM is the depth of talent across the studio, and the way each project becomes an opportunity to learn from the people around you. “What’s so great about ILM is the talent that we have here, and every project you learn so much from your peers and your teams,” she says. “And that makes everything better and the product better.”

That shared investment shows up in the work itself. As the sequence developed, details were added and refined across every department, from animation through to fur and compositing, each layer building on the last. “When you have a project like that, and everybody’s motivated and passionate, the work that comes out of it is incredible,” Kayser adds. For her, the eye-stabbing moment stands as the clearest example of that collective effort, where multiple departments contributed ideas that shaped the final result.

“One of the eye-stabbing shots was one of those things, one of those shots that really felt like a shot where every department came together…and came up with these different ideas and details,” says Kayser. “And that’s where ILM is so good and strong.”

In that sense, the sequence becomes more than just a showcase for creature work or spectacle. It reflects a way of working – one where ideas are shared, details are pushed, and the final result is shaped collectively. And in the case of Send Help, that collective push often came down to a simple directive: Go further. Push harder. Kill, kill, kill.

Send Help begins streaming on Hulu on May 7, 2026.

Jamie Benning is a filmmaker, author, and podcaster with a lifelong passion for sci-fi and fantasy cinema. He hosts The Filmumentaries Podcast, featuring twice-monthly interviews with behind-the-scenes artists. Visit Filmumentaries.com or find him on X (@jamieswb) and @filmumentaries on Threads, Instagram, Facebook, and YouTube.

The production visual effects supervisor discusses the Emerald City, Elphaba in flight, and collaborating with Jon M. Chu.

By Mark Newbold

Based on the novel Wicked: The Life and Times of the Wicked Witch of the West by American author Gregory Maguire, the Wicked musical has enchanted audiences worldwide, both on the stage and on the big screen. Maguire’s 1995 novel was not only an adult-oriented version of L. Frank Baum’s classic children’s story, The Wonderful Wizard of Oz, but it was also the first entry in The Wicked Years book series.

With music and lyrics by Stephen Schwartz and a book by Winnie Holzman, the stage version of Wicked (or to give it its full title, Wicked: The Untold Story of the Witches of Oz) premiered on May 28, 2003 at the Curran Theatre in San Francisco and has broken records wherever it has been performed, including over 7,000 performances in London’s West End.

A true phenomenon ripe for further adaptations, director Jon M. Chu’s Wicked landed in cinemas in November 2024. Capturing the imagination of the cinema audience, the final moments of the film promised a sequel, and that promise was kept when Wicked: For Good debuted a year later in November of 2025, continuing the story of Elphaba Thropp (Cynthia Erivo), Glinda Upland (Ariana Grande), Fiyero Tigelaar (Jonathan Bailey), the Wizard (Jeff Goldblum), and the people of Oz.

Loaded with sequences of dizzying visual complexity, Industrial Light & Magic was tasked with bringing Chu’s vision to vivid, yellow-bricked life. ILM.com had the opportunity to sit down with the production’s four-time Oscar-nominated visual effects supervisor Pablo Helman to discuss Wicked: For Good and the task of unveiling even more of Munchkinland, Shiz University, and the Emerald City.

“It was a 155-day shoot for a two-part story,” says Helman. “We thought of Wicked and Wicked: For Good as one movie, and we shot it that way.” That meant intense preparation and planning, given the logistical and technical nature of certain sequences in the films.

“Visual effects can often be challenging because you’re asking the director, the editor, and everybody else to think about things that they normally don’t want to think about,” explains Helman. “A director is thinking of the whole story, but we’re asking them to look at specific sequences because we need to turn over a certain number of shots. They don’t like to be presented with choices because they think they’ve already made their choice, so why present another one? That means they have to rethink, and that takes time.” 

Jon Chu was open to the challenge. “Jon takes an organic approach to filmmaking, he loves having choices and different possibilities,” Helman says. “There might be a script and a plan in place, but the process of making a major motion picture still has plenty of fluidity. “Lots of things change throughout the process of filming, and there are lots of choices to make.”

(Credit: ILM & Universal).

“It’s a Transactional Thing”

Creative choices are one thing, but a production like Wicked: For Good requires a large amount of preparation and resources, and a sizable portion of those resources are given over to visual effects. As production visual effects supervisor, Helman was deeply involved with practical as well as creative duties.

“Part of my role is managing the project in partnership with my effects producer,” Helman explains. “That includes talent, financials, resources, all kinds of things. So if you’re not thinking ahead, you’re not doing your job. Nobody likes to be in dailies and not be able to say, ‘Yes, I can do this,’ and the only reason you say ‘I can do this’ is because you have a plan A, a plan B, and a plan C.” 

Those plans require intense work from the team, gathering as much data as they can. “We have LiDAR [a laser system that scans objects and environments to recreate physical objects and sets as digital models], we have high resolution textures, HDRIs for lighting, all the science behind it, so that when we’re in dailies, I can say ‘Yes, we can do this.’” That preparation is integral to the production. “Nobody likes to be surprised or ambushed. You don’t want to get into those situations, and we never did with Jon. He’s a great communicator and a terrific person. There was never a moment when he was annoyed about anything. For four years on a project, that is an accomplishment.”

Art always comes with the cost of tools, be it the canvas, brushes, and oils a painter uses, or the clay and tools of a sculptor. It’s the same for visual effects artists, but as Helman explains, creativity always leads the discussion.

“The creative stuff that we put together as a team comes first, and after that, you have to be conscious of the resources,” Helman says. “I could go to a producer and say, ‘Look, I know that we’re spending a lot more resources in this section, but I promise that when we get here, I’m going to find a way to get back the resources that we’re putting into this.’ It’s a transactional thing, but it’s all about the storytelling. 

“There’s always a way of doing what is needed for the movie,” Helman continues. “You look at the storytelling and the amount of resources and ask, ‘Is it worth it? Is there a payoff?’” Time and money are challenges for every production, no matter the scale, but Helman believes one is more of a problem than the other. “At some point, you run out of resources, but the resource isn’t money; it’s time, which is finite. You can throw all kinds of money at the problem, but it won’t get done, because it needs more time in the oven. Then it’s not my choice, it’s a choice that we make together.”

(Credit: ILM & Universal).

 “Every Department Brings Something to the Storytelling”

The work of the visual effects team overlaps with many departments, few more than the special effects team, whose focus is on-set effects like steam, smoke, weather elements, and anything the performers physically touch. Helman gives an example of where the seam between the two lies. “Production design can’t build a 79-story building. They can build 55 feet of it, and then visual effects takes that and develops it, all based on what was done on set.” ILM and their fellow effects houses can expand the world of Wicked, but it only works if the departments are on the same page.

“There’s plenty of discussion about special effects, what can and cannot be done in camera, what’s safe and what’s not,” says Helman. “Filmmaking is one of the most collaborative art disciplines because if you don’t collaborate, you end up with something that is flat. Every department brings something to the storytelling and adds nuance in a way that is individual, surprising, interesting, and curious. So it’s a combination of all those things. There were about 1,000 artists and production crew on these films, and I really would like to thank them because if it wasn’t for them, we wouldn’t be doing this.”

To the Emerald City

The Emerald City is as much a character in both Wicked films as Elphaba, Glinda, Fiyero, Boq (Ethan Slater, aka the Tin Man), Madame Morrible (Michelle Yeoh), and The Cowardly Lion (voiced by Colman Domingo). It is the home of the wonderful wizard and the high society of Oz, as well as the underclasses who have to fight for every scrap. Wicked showed us a vast swathe of the city, and Wicked: For Good not only takes us back there, but it takes us into places we’ve not seen before, a task that fell to Helman and his team.

“There were certain parts of Emerald City that we saw in the first part of the story, and certain parts of that we see in the second, so we built different assets for different parts of the story,” explains Helman. “The first movie was a lot more presentational. Things were being set up, and tonally, the movie was lighter, whereas the second one is a lot darker.” That visual change also mirrors the journey of the characters.

“Every character has a specific arc, so in Wicked: For Good, they deal with the consequences of the choices they made in the first film. Part of production design and visual effects is to accompany the performances with the environment,” Helman continues. “The atmospherics are always thick, and the light direction is purposely very dramatic at times. The sun is low, so there’s less light.” Time is also a factor in the progression of the environment. “It’s a combination of things. The clothes and the creatures get used, and the buildings get worn because they went through a specific experience.” He laughs, as he adds with a wink, “When I started the movie, my hair was brown, and now it’s white.”

(Credit: ILM & Universal).

“We’re Off to See the Wizard”

At the heart of the Wicked films are Elphaba and Glinda, and the second film gave the production the opportunity to delve deeper into the classic characters of L. Frank Baum’s original novel and add a 2025 spin on the characters. 

“It was really exciting,” says Helman. “I remember the first test that we did with Dorothy, Toto, the Tin Man, and the Scarecrow. It’s funny because some of the critics were saying that the chronology of the story didn’t do this or that. Well, you know what? It’s a complicated story, and everybody remembers it differently, so I think this is another point of view of that story.”

Based on Gregory Maguire’s novel, which itself presented the story and characters of Baum’s world in a more mature, complicated light, it gave the filmmakers the chance to overlap parallel stories in ways that didn’t step on each other. “It was fun to think about. One thing is right there in the background, but if I come around and go in front, the story is different. It’s an opportunity.”

“Mitigate the Forces of Gravity”

With plenty of experience in making us believe a human, a superpowered dog, or a battered old Corellian freighter can fly, ILM was charged with taking Elphaba into the skies of Oz, a task that required visual effects know-how and a game performer in Cynthia Erivo.

“The approach was always going to be Cynthia doing the flying,” says Helman. “That meant that she needed to mitigate the forces of gravity, no pun intended. She’s singing while trying to get her body to do very specific actions. Cynthia is very strong, but it takes some effort.” 

A willing actor and all the right equipment don’t necessarily mean the results are what is required by the director or the visual effects team. “Sometimes it doesn’t work. Sometimes, because of safety and other things, the actors are not fully exerting themselves, but Cynthia did.” That combination meant that when all was said and done, Elphaba looked even more imposing in the air in the sequel than she did in the first film. “In the arc of the story, she’s proficient. She’s gliding and then stopping. She knows what she’s doing and she’s done it before. She takes time to look at the world under her, and that requires some skill.”

Along with flying, there’s another aspect to the illusion: Elphaba’s cape, one of the most striking elements of her appearance as she heads down a dark path. “Elphaba’s cape isn’t in the cast, but it is a character in the movie, and it does a lot, not only when flying but also landing and taking off,” notes Helman. “Its creation required the skills of two visual effects houses. “ILM and Framestore created it because we couldn’t do a 30-foot-long cape physically.” With practical and visual effects work woven together, parts of the performer were also replaced to create the complete shot, but as Helman explains, “we always used Cynthia’s face and performance.”

Creating the physical cape meant crafting clothing that gives the right look and says something about the character, a challenge the designers went to great lengths to achieve. “The cape has different layers of materials and transparency, but we took some liberties with it,” explains Helman. “We know how difficult it is from doing different capes, from the Vader cape to Superman. The cape says who he or she is.” 

As is often the case, trial and error was the path to finding the right blend. “There was a lot of testing, we did simulations and resins, but at the end of the day, we said let’s forget about the science of it because it’s about the content. It might be scientifically correct, but it doesn’t work if it’s not doing what we need it to do and it’s not correct for the story we’re trying to tell.”

(Credit: ILM & Universal).

Unlimited Together

Just like its smash-hit predecessor, Wicked: For Good brings together an impressive array of on-screen and off-screen talent, all laser-focused on bringing their utmost in service of making the best film they possibly can. On visual epics like Wicked, visual effects, storytelling, and direction need to be in lockstep.

“There’s a four-minute sequence with this beautiful song that Glinda sings at the beginning of the movie called ‘I Couldn’t Be Happier,’” Helman says. “We redressed Munchkintown, we replaced the sky, the tulips, all kinds of things, but when we looked at it, Jon said ‘We’re missing something because this is a very subtle song.’ Jon said, ‘What if, when she starts singing, the confetti stops?’” 

It’s a striking visual as the confetti hangs motionless in the air, but one that entailed more work than one might imagine. “I asked how long are we doing this for, and Jon said the whole scene. That’s four minutes of really resource-intensive particle work that we didn’t know would work or not, but we had to complete it because we needed to know.” That would require Helman’s most valuable resource: time. “Jon understood that if he wanted to see this, it was going to take weeks to get it. It’s important to have that communication with the director, and to have somebody who understands what we’re doing.”

Magic, Glory, and Love

The ultimate combination of visual effects, performance, direction, production design, and numerous other departments is “The Girl In The Bubble,” written by Stephen Lawrence Schwartz and performed by Ariana Grande. Here we find Glinda in her home, inspired to finally take action following the cyclone that killed Elphaba’s favored sister, Nessarose. It’s a sequence brimming with emotion and meaning, and one that took almost the entire production schedule (that’s both films) to complete.

“We started ‘The Girl in the Bubble’ during the first week of filming on the first movie because it was a very complicated sequence, and we knew that it was going to take us two years. It was a four-minute, continuous shot.” A weighty task, and one that needed to pull in all the eyes it could to make it work. “We did a lot of work with [cinematographer] Alice Brooks and used lots of props before we understood what we needed for the previs.”

It’s one thing to dream up a film sequence, but it’s another to make that dream reality. So with previsualisation underway, Helman and his team also needed to work out the real-world technical aspects of the scene.

“Once we had the previs, then we did a techvis, which meant taking a look at the previs and taking a step back,” Helman continues. “For example, let’s say we previsualize where the camera is moving and, BOOM, there’s a wall in the way, but it’s not a wild wall [meaning it can be easily moved and then put back]. On set, the director might say, ‘Well, move the wall,’ but then you’re wasting two hours of time and resources. Techvis will look at the distance between two points, how fast things will move, and where the blocking is. If you don’t prepare before the shoot, we might put the lens on and find we can’t focus because it’s too close or too far, or the camera doesn’t fit in the space and the director has to change the shot.” 

With the techvis in progress, the team moved to the actual set itself. “We went on set to look at what the camera was doing,” says Helman, “and we realized that when she goes up the stairs, the set would have to be stripped because the camera couldn’t get there. We’d need a 50-foot crane. So we’d have to take the wall out and build a CG set as the camera comes around.” As it was for the entire production, planning in advance was key. “You have to figure these things out beforehand. It’s not necessarily something that a director would look at, but the other departments need that techvis information as well.”

While there was a physical set with props, Helman’s visual effects team added a surprising amount of detail afterward. “The railing is created in computer graphics, everything behind Glinda is created in computer graphics, and once she gets to the closet, only half of the closet was built, so we had to build the reverse of that.” There are even different takes of Grande’s performance brought together for the completed sequence, and that meant more delicate work for the team. “We had performances that were morphed, so the reflections had to match those performances. There were morphs in the middle of it that were very, very difficult, so there was the nuance of doing that.”

Even after completing this technical maze of work and collaboration, changes were still required. “Once we were done, Jon and Myron [Kerstein, editor of Wicked: For Good] changed two performances. We had about seven different plates that needed to be stitched into one, but they changed two of them because they thought the performances were better, so we had to redo the layout. We had all the assets, but then you have to resync everything so that it works.”

That meant the team on the ground needed to be extra vigilant and imaginative to keep the pieces where they needed to be. “The on-set video assist was so important because they needed to play it back and flop it [reverse the image],” Helman explains. “The floppiness of it was mind-boggling, and you have to make sure that you have plenty of imagination because there’s a lot of compositing that goes into the sequence that can’t be done on set in real time. You have to do all the thinking before.” 

Nevertheless, the reward is in the work itself. “It took two years to do, but it was really satisfying,” Helman concludes. “It’s one of the reasons why I love visual effects. It’s that satisfaction, and I realize how lucky I am to have a job that is so creative, because a lot of people don’t.”

(Credit: ILM & Universal).

Read more about ILM’s work on Wicked here on ILM.com.

Mark Newbold has written for Star Wars Insider magazine since 2006, ILM.com, Skysound.com, and news site FanthaTracks.com, having previously contributed to StarWars.com and StarTrek.com. He is a 4-time Star Wars Celebration Podcast Stage host, podcasting for over 20 years, and has been involved in websites since 1996. You can find this Hoopy frood @Prefect_Timing.

One of ILM’s first visual effects supervisors looks back at the film’s mix of practical methods and revolutionary digital effects 40 years later.

By Amy Richau

(Credit: ILM & Paramount).

“The game is afoot!”

In 1985, director Barry Levinson and writer Chris Columbus brought a new tale centered around a teenage Sherlock Holmes to audiences with Young Sherlock Holmes. The film’s effects team, led by visual effects supervisor Dennis Muren, ASC (Star Wars: A New Hope, 1977), that included Kit West (Raiders of the Lost Ark, 1981), John Ellis (The Goonies, 1985), and David Allen (Willow, 1988), was nominated for an Academy Award for Best Visual Effects the following year. The film holds a unique place in Industrial Light & Magic’s history. It includes an abundance of practical visual effects methods the company had developed and perfected over its first ten years, as well as the first fully digital character ever depicted in a feature film, a stained glass knight.

Young Sherlock Holmes arrived in theaters the same year as The Goonies, Cocoon, Explorers, and Back to the Future, when ILM was increasingly working on more projects outside of Lucasfilm. Muren recently spoke to ILM.com about the making of Holmes and its unique mix of old-school and groundbreaking visual effects.

Many of ILM’s biggest breakthroughs occurred during the making of epic blockbusters like Star Wars, The Abyss (1989), Terminator 2: Judgment Day (1991), or Jurassic Park (1993). However, because Young Sherlock Holmes was a smaller film, it became the perfect vehicle for testing onscreen photoreal computer graphics (CG) effects. Also key was ILM’s proximity at the time to a smaller group ILM founder George Lucas was running a few hundred feet from their offices – the Lucasfilm Computer Division, a portion of which would later become Pixar Animation Studios.

Matte artist Chris Evans (left) and visual effects art director David Carson in the ILM Matte Department (Credit: ILM & Paramount).

The Height of Practical Effects

The story of Young Sherlock Holmes follows its teenage namesake (Nicholas Rowe) and newly arrived John Watson (Alan Cox) during a year at a London boarding school. The duo discovers a series of mysterious murders that lead them to a secret cult in Victorian London.

The snow that appears in many sequences of the film, which today might be created with CG effects, was accomplished with practical, old-school methods. Kit West, who was in charge of many of the film’s physical effects, needed the snow to both look real and leave no trace after shooting wrapped. West, who died in 2016, told Cinefex that despite filming on location in the United Kingdom at Eton College, Belvoir Castle, and Oxford University during the winter, all of the snow seen in the film was made by the production.

For snow on the ground, West’s team used 150 tons of dendritic salt. Snow on the buildings was made from over 100 tons of magnesium sulfate that had “a glint to it just as real snow,” said West. High-expansion foam that evaporated after about three hours was used in larger areas to mimic snow, while falling snow was made from a biodegradable insulation material that consisted of finely chopped paper, deployed by agricultural grain blowers.

One of the quirkier characters in the film, retired professor Rupert Waxflatter (Nigel Stock), spends much of his time on-screen trying to perfect his flying machine design. Surprisingly, none of the shots of the flying machine in Young Sherlock Holmes include miniatures. West recounted to Cinefex that an aviation company that worked on the film Those Magnificent Men and Their Flying Machines (1965) built a full-scale flying machine with a 25-foot wingspan, which production then tinkered with to make it functional.

Getting the flying machine in the air included two 120-foot cranes. “They were tower cranes,” West told Cinefex, “like those used for building skyscrapers, one on either end of the flight path. We had a stretch cable between them, and the machine was on runners. We attached all our own runners and rails, as well as the raising and lowering mechanisms.”

Concept art of an anthropomorphized pastry that attacks young Watson during a hallucination (Credit: ILM & Paramount).

A Whole New World

One thing was clear from the beginning with Young Sherlock Holmes: Muren and the creative team behind the film wanted the effects to look as photoreal as possible. A challenge that, in the mid 1980s, even Sherlock Holmes could appreciate.

While many of the Computer Division’s projects at the time were focused on animation, Muren wanted to see if their technology could make the jump to photoreal effects. As Muren tells ILM.com, “I just needed to see if this technology had the controls necessary to make something look 100% real or not.” The sequences in Holmes that needed heavy visual effects were mostly split into discrete sections where characters experienced hallucinations, giving Muren the opportunity to use different methods throughout the film.

CG effects had been used in films by ILM before, most notably the Genesis sequence in Star Trek: The Wrath of Khan (1982), another collaboration with the Computer Division. But that sequence was intentionally not photoreal, and Muren knew from seeing other tests that in many cases reflections were too high, edges were too sharp, or the shots were missing essential shading and shadows to achieve a more realistic feel.

A CG test done by Triple-I ahead of Star Wars: The Empire Strikes Back (1980) involving five X-wings in flight increased Muren’s desire to play around with this emerging tech. “Triple-I’s test didn’t look photoreal, but they did a camera maneuver with the ship that there’s no way we could have done, and it looked pretty neat,” says Muren. “So it’s another temptation. This thing was out there, and I wanted to get it on a show and figure out how to do it.”

Muren decided to tackle the effects-heavy sequences as a bake-off, doing each one in a different way and seeing if a clear winner emerged. “With the stained glass man, that looks small enough, so let’s try CG, right?” Muren recalls, “If we find out in two months it’s not working, we can back off and do it another way.” For other hallucination sequences, Muren planned to use rod puppets in front of a blue screen and utilize Go-Motion with motion blurs.

Modelmaker Charlie Bailey creates an armature for one of the harpy puppets (Credit: ILM & Paramount).

Bringing Hallucinations to Life

The hallucinations in the film result from poisonous darts the cult’s leader, Professor Rathe (Anthony Higgins), uses as he seeks revenge against enemies from his past.

In one hallucination sequence that opens the film, an accountant, Bentley Bobster (Patrick Newell), sees his pheasant dinner attack him in a restaurant. After retreating to his home, Bobster sees the serpent handles on his coatrack turn into actual snakes that wrap around him and bite at his face. After the lamps in the room appear to start spitting out fire, Bobster leaps from his window to escape the flames.

In other hallucination sequences later in the film, Professor Waxflatter is attacked by harpy statues in an antique store. His niece, Elizabeth Hardy (Sophie Ward), finds herself fighting off skeletons at the bottom of a grave. Cameraman Michael Owens handled the motion-control programming and lighting for the harpy sequence. The animation was created by Harry Walton with the puppets primarily made by Tom St. Amand.

A harpy puppet is photographed by a motion-control camera (Credit: ILM & Paramount).

David Allen supervised the startling hallucination that young Watson experiences in a cemetery, which manages to be equally hilarious and disturbing. After being shot with a toxic dart, the ever-peckish Watson sees a wall of pastries. After he grabs one to eat, it comes to life in his hands and wraps a vine around him, knocking him to the ground. The other pastries soon leap off the shelves and start shoving whipped cream into his mouth.

Muren directed Allen and his crew to use rod puppets to bring these pesky, chaotic, and downright naughty desserts to life. The individual puppets were made of rubber and were approximately eight inches high. Each puppet had rods coming out of their elbows, torsos, heads, and legs with three or four puppeteers moving them in unison. Notes Muren, “Each element was shot in front of a blue screen, so when we combined them, twelve pastries would be in the same shot.” Since each puppet was shot separately, it took two to three days to shoot the eight to twelve pastries that would appear in each shot with Watson.

According to Muren, the pastry sequence in Holmes is a throwback of sorts to the mouse puppet Topo Gigio, who was manipulated by black rods in front of a black background in the early days of television. “It’s all how you angle it,” says Muren, “how you frame the shot. If you shoot the wrong way, you can have a rod go in front of the carrier’s face. So all the performances have to be manipulated to make sure the rods don’t go in front of the figures, or else you’ll see this black thing that will tip off audiences. It’s not using Go-Motion. It was all done by hand and mostly at real speed. I think at times we slowed it down to make it look a little more staccato from what the puppeteers could do. Adding a little more whimsy to it.”

Before sending the shots to the rotoscope department to remove the rods and the puppeteers, they stacked black-and-white footage of the multiple puppets and viewed the scene on a Moviola to make sure the performance had worked out as expected. Shots then went to optical for matting work and printing. “It was complicated. It’s not against black like the spaceships in Star Wars, so it was pretty difficult stuff,” adds Muren.

The ILM team puppeteers one of the anthropomorphized pastries (Credit: ILM & Paramount).

Six Months for Seven Shots

The Lucasfilm Computer Division, via its graphics group, had previously created a terraforming planet simulation, better known as the “Genesis demo sequence,” for The Wrath of Khan and a CG spinning hologram of the Death Star in Star Wars: Return of the Jedi (1983).

Muren went into the stained glass knight sequence – where a knight jumps out of a stained glass window in a church and walks towards a priest experiencing a hallucination – knowing that creating it digitally may not work. They had to have a backup. And Muren had to sort out how a walking CG character might look. “Should it look like the knight is a walking, full-size, flat glass figure, simply cutout from the window? That didn’t seem very threatening and too literal for a nightmarish hallucination. What if it wasn’t flat but a man-sized three-dimensional glass figure of the knight? Maybe. We also tried some other ideas but nothing really popped.”

The one design that did pop came from Muren’s wife, Zara, who suggested that the knight could jump out of the window in its many individual glass pieces that magically reassemble without touching each other when they land, making something like a hanging mobile but without the strings. Each of the pieces could twist and turn to make up the knight’s figure which could be moved and animated as one menacing figure.

Eben Ostby (left) and John Lasseter of the Lucasfilm Computer Division ready a lighting test of practical stained glass samples, which were used as reference for the CG knight (Credit: ILM & Paramount).

To make the knight even more menacing, Muren asked the visual effects artists to make each piece of glass of an inch thick with sharp jagged edges. Some of the pieces were bowed in the middle, convex pushing out from behind, so they were domed and coming towards the priest, making it appear more aggressive. “Everything in movies is feelings,” notes Muren. “And if I didn’t feel it, and the audience didn’t feel it, then you’re just telling a story, and you might as well be doing it by telephone.”

This was all done before shading and motion blur in CG shots were the norm, and Muren leaned on the fact that the knight was a hallucination, so it didn’t have to be as real-looking as ships flying through space. The seven shots of the knight took about six months to complete and included some of the first digital composites.

“George’s graphics group had been making an input-output scanner as a prototype,” said Muren, “and that was so troublesome because it was so cutting-edge that it would often break down unexpectedly. I think out of every input scan, it was 10 or more times before it would make it through as few as 120 frames.”

The breakthrough laser film scanner was pioneered by David DiFrancesco and the Lucasfilm Computer Division and was later used by ILM on its earliest CG productions (Credit: ILM & Lucasfilm).

The entire knight sequence lasts less than a minute in the finished film. It starts with a wide shot showing the church’s stained glass window bowing a bit before the knight breaks out and lands on the ground. While many traditional matte paintings made with oil paints were used in Young Sherlock Holmes to recreate exteriors of Victorian London and a pyramid temple, for the opening shot of the knight sequence, matte artist Chris Evans created the first CG image used as a film background. “I remember,” says Muren, “it took him a really long time to do it because the tools were so hard to use. The paint program was in existence, but it was very slow to use, to be able to paint and get the brush strokes right.”

After breaking out of the window, the knight’s 100-plus pieces reassemble as he lands on his feet, holding up a large sword. The next few shots depict the knight walking menacingly towards the priest. As the knight walks past the camera, audiences can see through the backside of the knight’s glass.

“It was all shot very traditionally,” explains Muren. “I shot a lot of plate backgrounds of the church.” In addition to footage of the priest, the location also had several candles and mist. When Muren returned from shooting, he still wasn’t sure exactly how they were going to pull this off or if it was going to work at all. “It could all hit a limit where the blacks or the whites never match. There were all sorts of things that could go wrong. I didn’t know what was going to work and what wasn’t. So I shot for any technique we were going to use.”

The next step in the process was getting the digital technicians to constrain their tools to what the eye sees on film. “A lot of what’s made for software manipulation, whether it’s brightness, camera movements, or distance, go to infinity,” said Muren. “So part of the process is constraining it down to what film records. We don’t want to go above or below what film records as black and white, even though the software could go beyond that. When it is constrained to the world of photography, then I can start to understand it again.”

Muren and his team also “cheated” what audiences saw through the glass of the knight at times. “What you see through the glass, let’s say a yellow piece of the knight, is brightening up the color that’s on the glass, not what you would really see if you held up all those color pieces where parts of the background of a yellow piece were blue and yellow. That would appear grey, which would take you out of the drama of the scene. So the whole transmission through the glass, what you see on the other side, is black and white. You can’t tell because it’s got this yellow, but it’s a cheat, just black and white to light it up. We did a lot of that later in The Abyss with the water snake, all the refractions in the rooms, we cheated all the way through.”

An animation pass of the stained glass knight seen as a wireframe (Credit: ILM & Paramount).
The final composite (Credit: ILM & Paramount).

All About the Blur

A key element to achieving realism in the stained glass knight sequence was understanding the importance of motion blur, where objects on-screen shot at 24 frames per second appear blurry as they are in motion. The problem was that at the time, ILM had yet to develop the ability to digitally render blurs. “We’re used to what those blurs look like,” says Muren. “They make things look fluid. That’s very important for an effect to look real because the rest of the movie has got that in it. I didn’t want the stained glass knight to look like it came from ILM, that it was stuck onto the background.”

To help achieve the blur effect, every frame in the knight sequence was rendered nine times in slightly different positions. As the render time in 1985 was so long, one primary frame would be rendered at a higher resolution than the rest to save time. The result was a blur made up of a number of static pictures. “So you put them all together, and you’re doing this 24 times a second, and each of these blurs has eight pictures in it that are kind of similar, but some are weaker on the outside, and some are strong in the middle – then it all looks like a normal blur.”

This experience pushed Muren and the Lucasfilm Computer Division to learn more and create the tools to execute their vision for the finished shots. “It was an introduction to them and to me,” explains Muren, “about what you could do. Motion blur, overexposure, underexposure, tracking or hanging the camera around. I hadn’t really thought about how you have to track the camera with the background. For a camera guy like me, who understands filmmaking technically, I could go in there and say, ‘Can we get this tool?’ ‘We need that one too.’ And they would 99% or 100% of the time come up with it in either hours, or they already had it, and they just adjusted something, or they could write something for it, within a few days.”

(Credit: ILM & Paramount).

A Wealth of New Tricks and Tools

It’s almost impossible to list all of the innovations and challenges the Young Sherlock Holmes effects crew faced during postproduction. The film not only includes the first CG character but also broke ground in developing digital matte paintings and digital compositing. In order for ILM artists to match camera movements from the live-action set into a computer’s 3D space, they projected footage shot on location in England with gridlines over it onto a computer screen. A new preview system gave creators the chance to work with a simple black-and-white wireframe of an image, so they didn’t have to wait for an image to be completely rendered to continue working on the shot.

To record the computer animation back to film, a laser scanner was used that could only print approximately one frame a minute, so each second of footage would take 24 minutes to complete. “I don’t think I rendered anything at 4K or even scanned it out because it was just taking too long,” recalls Muren. “We just did everything at either 1 or 2K. At least the tool was able to change and wasn’t locked into 4K, or we’d still be working on the film today.”

Among the most challenging shots to finish in the film was a panning shot of the knight coming toward the audience. “I think John [Lasseter] came up with the idea of panning the camera,” says Muren. “I didn’t even know if we could match the camera’s pan in the computer. When we shot it, I had somebody walk by and the operator followed as a reference. Then they shot the actual plate without the person in there. It took a while to get that, but it wasn’t hard once we figured out we could do it. It was somebody trying to track it manually every frame in 3D space because we didn’t want the stained glass knight to be locked into a candle that’s seven feet farther back. It had to be locked into them, closer to the camera.”

The final shot was a side view of the priest and the knight raising his sword above his head in a threatening way. Muren asked engineer Bill Reeves if they could add a glint of light to the sword blade for a dramatic end to the shot. “They didn’t know how to do that, how to put a light to reflect a certain thing, but they had all of the spatial information.” Muren suggested they track the shot backward, look at where the camera was, the angle of the sword, and then put a digital light there. “No one’s going to know that you cheated that light and it didn’t take a lot of time,” explains Muren. “That’s what we always do in moviemaking. What you care about is what the camera sees.”

Shortly after Holmes hit theaters, the Lucasfilm Computer Division was spun off into two pieces – one half funded by Apple co-founder Steve Jobs as Pixar, the other half as the digital editing company known as DroidWorks. In Young Sherlock Holmes’s 1 hour and 49 minute running time, ILM artists used just about every tool they had access to at the time, including a few newly invented ones. The seeds planted during their effects work would pay off in the ensuing years with a computer-generated water creature in The Abyss, the T-1000 in Terminator 2: Judgment Day, and the dinosaurs in Jurassic Park, the latter directed by one of Holmes’s executive producers, Steven Spielberg.

Amy Richau is a freelance writer and editor with a background in film preservation. She’s the author of several pop culture reference books including Star Wars Timelines, LEGO Marvel Visual Dictionary, and Star Wars: The Phantom Menace: A Visual Archive. She is also the founder of the 365 Star Wars Women Project – that includes over 90 interviews with women who have worked on Star Wars productions. Find her on Bluesky or Instagram.

ILM.com is showcasing artwork specially chosen by members of the ILM Art Department. In this installment of a continuing series, four artists from the San Francisco, Vancouver, and London studios share insights about their work on the 2025 Netflix production, The Eternaut.

Supervising Art Director Fred Palacio

During pre-production, one of the key ideas here was to show how the characters were trapped in the city, isolated from the external world. The snow here is the first lethal weapon that killed most of the population, but something else is happening. A barricade along the Puente Saavedra shows that something else is happening, something more extraordinary. This keyframe shows the character isolated against all the odds, the snow, the loneliness, the urban chaos. 

One of the most important things working on the project was to have the vision of the people who live there when this is happening. The Client and the novelist were from Argentina where the film is played. So the first step for authenticity was to become immersed in the Argentinian world. Diving into memories of the city I visited and merging with an exact location, walking through street views online. Finally, translating the situation into a frame, one by isolating the character, but also using the bridge to undermine his power, the point of view and camera position is determinant to sell the situation of the character. 

The resilience to overcome the giant wall made of all sorts of human-made things to suggest the Alien presence, even the sign in the bridge is a message to the viewer translating “everything has a prelude.” The element here needs to reflect how an ordinary man in an ordinary world resists all the extraordinary events and obstacles. The green bag means a forward action, the red light tells not to go back, the perspective of the bridge points back to the car and another figure hinting to cohesion…all these elements tell something about the story but also about the character’s attitude toward those obstacles.

Art Director Amy Beth Christenson

This is an early study for a specific neighborhood in Buenos Aires, just after the snowfall, where Juan is discovering the aftermath. I worked to position cars and people so that it conveyed a sense that what happened was sudden and unexpected. I researched the original comic quite a bit, and also did a lot of research to make sure that the specific neighborhood was accurate so that it felt very real.

I like the sense of a rosy pre-dawn, almost peacefulness to the scene, which is a contrast to what has happened. Looking at the day-to-day life images of people, and thinking about what it would look like if they were taken mid-stride, gave me ideas, like a woman walking her dog, people carrying groceries, etc., which helped the images feel more eerie.

I was on the project just for the very early initial concepts, specific to the immediate aftermath of the snowfall, and what those moments might look and feel like, and didn’t iterate beyond these. At these early stages, I wanted to get ideas for lighting and composition down early, and worry about details later.

Art Director Tyler Scarlet

This piece depicts alien creatures that are about two feet tall and who can work in a pack. The client really liked the look of microscopic dust mites, so I used that as a starting point and expanded from there. They responded to different elements from my first round, so I worked on combining the hard-shelled version with one that looked similar to a dust mite. The next step was to show it in action. I explored concepts of it attacking people, wrapping bodies in its web, and dragging them away. They are also scavengers so I did an illustration showing that as well. 

For the first pass I wanted to give the client a range of different types of creatures while still fitting the brief of a six-limbed dust mite-like creature. One version was very close to a realistic, large dust mite, another version had a hard shell, jointed legs and claws at the end of its limbs to grip onto its prey, and the third version was more aerodynamic and looked like it was built to move fast. I like how it looks when it’s coiling its web around its victim! [laughs]

This client was one of my favorites I have worked with. They came to every meeting with such excitement, passion, and appreciation. 

See the complete gallery of concept art from The Eternaut here on ILM.com.

Learn more about the ILM Art Department.

Continuing a new series celebrating ILM’s 50-year legacy, featuring new interviews with ILM animation supervisors Rob Coleman, Mathieu Vig, and Stephen King.

By Jamie Benning

Ultraman and Nemi (Credit: Tsuburaya Productions & Netflix).

“ILM Evolutions” is an ILM.com exclusive series exploring a range of visual effects disciplines and examples from Industrial Light & Magic’s 50 years of innovative storytelling. Read part one of this story here.

After Rango (2011), ILM continued to focus on photoreal visual effects work, but the idea of returning to feature animation remained alive in the background. The ambition had been there for some time.

“Jim Morris [former ILM president] was always pushing for ILM to do more feature animation,” explains Rob Coleman, creative director and animation supervisor at ILM’s Sydney studio. “I remember going on senior staff retreats for years, and every year he brought it up that that was a goal for him.”

At one stage during the early 2000s, an animated Frankenstein film was in development, though it never reached production. Despite that momentum, feature animation remained secondary to ILM’s core live-action visual effects business.

When Disney acquired Lucasfilm in 2012, ILM found itself part of a larger family including not just Lucasfilm Animation, but also two giants of feature animation – Walt Disney Animation Studios and Pixar, the latter an outgrowth of a former Lucasfilm division. With such formidable in-house animation studios under the same corporate umbrella, the idea of ILM producing its own fully-animated features inevitably became more complex. For the time being, ILM leaned into its core strength: pioneering visual effects work that has long been integral to live-action storytelling.But then…“People weren’t shooting movies,” Coleman recalls. “The pandemic opened a door.” That led to renewed interest in feature animation from partner film studios. Soon, both Ultraman: Rising (2024) and Transformers One (2024) were underway.

A Return to Feature Animation with ‘Ultraman: Rising’

For decades, ILM had been at the forefront of visual-effects-based animation, but Ultraman: Rising marked a shift – embracing stylization while maintaining strong, character-driven storytelling.

Animation supervisor Mathieu Vig notes the challenge of moving from photorealistic creatures to a more expressive, feature animation style. “That was a very interesting challenge,” he tells ILM.com. “First of all, because many were eager to go back to feature animation. But a lot of people had never worked in feature animation, me included. So that was definitely a bit of a scary enterprise after all of these photoreal creatures and characters.”

Many of the animators came from big, effects-heavy projects and initially expected Ultraman to follow suit. “I think we were all expecting the movie to be about that. And we were ready for it. Then we realized it was not about that at all,” says Vig.

Meeting directors Shannon Tindle and John Aoshima helped align the team with the film’s more emotional and grounded tone. “They put me at ease very quickly,” notes Vig. “Because I realized how caring and how clear they were about what they wanted from me as an animation supervisor. They wanted to meet everybody. To talk to the team. They were both so clear and detailed. That way, we could focus on – does the animation feel true? Does it feel rehearsed or active?”

The directors emphasized performance-based animation first and foremost, even referencing unexpected inspirations like Kramer vs. Kramer (1979) to highlight the film’s emotional depth. “Despite the kaiju-sized spectacle, Ultraman: Rising wasn’t just about action,” Vig explains. “It was a story about family, identity, and connection. We wanted and needed to have believable characters, quite subtle acting. We wanted an interesting mix of something that looks stylized but at the same time has so much heart and groundedness. The animation reviews were always about character development. There was great trust on both sides.”

Ultraman does battle with Gigantron (Credit: Tsuburaya Productions & Netflix).

One of the defining aspects of the animation ethos is attention to imperfection – the small hesitations, twitches, and unplanned gestures that make performances feel real. “We always wanted to sneak in as much as possible. A little dirt, little accidents, a little hesitation when you grab something, scratching yourself when you’re confused,” Vig says. “Sometimes it was just a little bit too clean, a little bit too perfect. And we said, ‘Here you can add some very fine little moments where you can break the perfect choreography.’” Even quiet, dialogue-driven moments are given space to breathe.

“There’s one shot in particular that I really love,” he continues, “which is when Ken and Ami are talking in the restaurant and eating the curry. One-minute shots of Ken, explaining his life to Ami, and Ami listening. And again, nothing happens, but I remember seeing the first blocking of this shot. I was kind of mesmerized by how beautifully ‘nothing happening’ was done. Obviously, it’s not ‘nothing.’ There was a story behind it, but to make that moment engrossing and entertaining was quite something.”

This drive for grounded performance often meant starting from realism, then dialing it back into a stylized world. It became a creative muscle that benefited both the film and the artists.

“We always started with realistic acting and then tried to bring it back down to a feature animation, Ultraman style,” adds Vig. “If the whole team were a classically trained feature animation team, we would have probably worked in the opposite way. I think it’s a very good exercise, and it totally benefits us for future work in visual effects realism because we all went through this process of filtering the shot back to its essence, rather than saying, ‘I’m just going to fill it up with animation.’ We’ve been spoiled. I hope we can be spoiled again. Whether it’s robots, giant kaijus, whatever else, if you have these living, breathing characters, we can do them at ILM. And we’d all love to do more.” Ultraman: Rising wasn’t just a return to feature animation for ILM – it was a chance to apply decades of performance-focused visual effects expertise to a new kind of storytelling, and to remind themselves, and audiences, what’s possible when stylization and sincerity meet on screen.

Building an Animated Cybertron: ‘Transformers One’

For Rob Coleman, Transformers One marked both a creative opportunity and a personal return. Having previously worked as animation director on Happy Feet Two (2011) and as head of animation at Animal Logic for The LEGO Movie (2014), he was drawn back to ILM by a renewed promise: that the studio would once again pursue full-length animated storytelling alongside its groundbreaking visual effects work. “ILM was going to be doing animated features as well as visual effects,” he explains to ILM.com. “That’s what enticed me back.”

Unlike the live-action Transformers films, which blended human characters with visual effects, Transformers One is set entirely on Cybertron. The film focuses on the emotional backstory of two iconic characters, in a world without any human frame of reference.

“Director Josh Cooley made it clear from the beginning – this wasn’t part of the Michael Bay universe,” Coleman said. “It was an origin story about two friends, basically brothers, who, because of life decisions, end up on very different paths.”

A group of Autobots (Credit: Paramount).

This character-driven approach brought performance to the forefront of the animation process. ILM animation supervisor Stephen King emphasizes the importance of expressing emotional depth without relying solely on dialogue. “It was essential to Josh that the subtlety and the nonverbal acting was just as important as what they were talking about in the dialogue,” King tells ILM.com. “In order for an audience to connect to an animated character, you have to bring them to life and make the audience believe that they’re thinking.”

That philosophy extended to every aspect of the film’s design and animation style. For Coleman, making the robots believable also meant starting with their inner life, not just their external mechanics. “It was key that the audience think they were looking at sentient robots,” he notes. “We always thought about the life spark inside – the character’s soul.”

To support this, ILM developed new tools and techniques. Their facial animation system was rebuilt from the ground up, allowing animators more expressive control while maintaining the precision required for robotic characters. “We really tried to get the facial performance to be as emotional and realistic as possible,” King says, “but then going, well, how can we make it robotic? We added these little robotic movements into the eyes and treated them like camera apertures and shutters.“By rebuilding the facial system, it gave animators a lot more freedom to move things around,” he adds. “Transformers One was all keyframe animated. For character performances, that’s where I want to be.”

Cooley’s background at Pixar helped shape the film’s animation language, particularly in its reliance on visual storytelling and expressive silence. “Very quickly we talked about non-verbal performances, the importance of eye animation, and his desire to play the whole third act, at least in test screenings, with no sound, completely in pantomime,” Coleman recalls. “I was like, yes, yes, and yes. Okay, you and I are going to get along just fine.”

The choice to exclude human characters offered an unexpected advantage: Without the need to establish scale or interaction with live-action actors, the animators were free to define their own physical rules for the world of Cybertron.

Optimus Prime (Credit: Paramount).

“Not having humans in our movie actually was a great plus for us,” King says. “The Transformers being 24 feet tall doesn’t mean anything to the characters, because that’s just how tall they are. That’s the world that they live in.”

To make the robotic characters feel nuanced and alive, the animation team relied heavily on physical reference. The animators themselves brought an additional layer of ownership to each shot.

“One of the great things about the movie is that all the reference was done by the animators themselves,” King explains. “Every shot, animators would act themselves or they’d get someone else to act out for them – and they would be able to put those performances into the character.”Even the mechanics of transformation – an iconic feature of the franchise – were reimagined through the lens of character logic and day-to-day function. “It was important to the director that this is like breathing for them – this is part of their day-to-day life,” says King. “So, we don’t need a five-second transformation every time. It’s what’s efficient for them, like getting on with their day.”

The result is a film that struck a chord with both critics and fans. Reviewers praised Transformers One for its emotional depth, strong character focus, and thoughtful storytelling, a refreshing change of pace for the franchise. Audiences responded just as warmly, celebrating its mix of high-octane action, humor, and heart. It is a reminder that even in a universe of sentient robots and shifting metal, the most powerful transformations happen within.

The Future of ILM Animation

With Transformers One and Ultraman: Rising showcasing ILM’s renewed investment in feature animation, the studio is now well-positioned to explore new creative territory. “There’s great interest,” Coleman says. “We’re just waiting for the right projects to land and get green-lit, but there’s certainly an appetite.”

“What this year [2024] has done with Ultraman and Transformers has really put ILM at the forefront of people’s minds,” King adds. “They’re calling cards to creators to say, ‘We can do whatever you want.’”

For Vig, the excitement lies in ILM’s ability to blend visual effects expertise with expressive storytelling. “Whether these guys are robots, giant kaiju, or something else, at the heart, if you have well-rounded, breathing characters, we can do them. And we’d all love to do more of it.”

From stop-motion animated creatures to fully animated features, Industrial Light & Magic’s journey has been one of constant reinvention and evolution. With its expanding tool kit and growing focus on animated storytelling, the studio’s influence is set to shape the next era of animation and visual effects.

ILM’s legacy in animation is secure, built on decades of innovation, artistry, and risk-taking. But the next chapter in animated storytelling is already underway, evolving frame by frame.

Learn more about the creation of Ultraman: Rising and Transformers One on Lighter Darker: The ILM Podcast.

Read more about Ultraman: Rising on ILM.com.

Check out Transformers One concept art from the ILM Art Department on ILM.com.

Read more stories from our 50th anniversary series, “ILM Evolutions”:

ILM Evolutions: Animation, From Rotoscoping to ‘Rango’

ILM Evolutions: Pushing the Boundaries of Interactive Experiences

Jamie Benning is a filmmaker, author, and podcaster with a lifelong passion for sci-fi and fantasy cinema. He hosts The Filmumentaries Podcast, featuring twice-monthly interviews with behind-the-scenes artists. Visit Filmumentaries.com or find him on X (@jamieswb) and @filmumentaries on Threads, Instagram, and Facebook.

New series exploring ILM’s 50-year legacy kicks off with new interviews featuring original Star Wars animator Chris Cassidy and current ILM animation supervisors Rob Coleman and Hal Hickel.

By Jamie Benning

George Lucas reviews a visual effects shot with ILM crew during production of Star Wars: A New Hope.
From left: animator Peter Kuran, production coordinator Rose Duignan, director George Lucas, animation and rotoscope supervisor Adam Beckett during production of Star Wars: A New Hope (1977) (Credit: ILM & Lucasfilm).

“ILM Evolutions” is an ILM.com exclusive series exploring a range of visual effects disciplines and highlights from Industrial Light & Magic’s first 50 years of innovative storytelling.

Animation has been woven into the DNA of Industrial Light & Magic’s story since its earliest days. From utilizing legacy techniques in Star Wars: A New Hope (1977) to the groundbreaking blend of live-action and animation in Who Framed Roger Rabbit (1988), ILM has continually redefined the possibilities of visual storytelling.

In this two-part article, we explore ILM’s journey from early work with rotoscoping, stop-motion, and go-motion to the development of sophisticated digital character animation in Jurassic Park (1993), the Star Wars prequel trilogy, and beyond. Part one focuses on the key innovations that culminated in Rango (2011), ILM’s first fully animated feature film. Part two examines how the studio expanded on these foundations in Transformers One and Ultraman: Rising (both 2024), solidifying its role as a leader not only in visual effects but also in feature animation.

Early Innovations and Handcrafted Beginnings

In 1975, as Star Wars, later retitled Star Wars: A New Hope, entered production, Industrial Light & Magic was a fledgling outfit assembled to help realize George Lucas’s ambitious vision. Animation quickly proved essential to the storytelling – Lucas’s needs were varied, including spaceship models firing laser bolts, glowing lightsaber blades, a holographic chess game, and stylized targeting displays.

To create the signature blaster bolts, California Institute of the Arts graduate Adam Beckett was hired in July 1975 to lead a small team in creating the animation and rotoscoping – including a young Peter Kuran. “I was initially shooting wedges and different colors for the laser beams and stuff like that. I was learning to use the equipment. We all were,” Kuran told The Filmumentaries Podcast.

“I actually did the first perspective beams,” said Kuran. “What was being tested was just kind of like back and forth – no perspective on it. I had suggested that we try that, and I actually got a very chilly response. So I decided to stay late one night and do a test and took it to the lab myself. It ran as a daily the next day, and [visual effects supervisor] John Dykstra liked it, so I wound up being the chief of that, at least for the time being.”

The iconic lightsaber effects were outsourced to Van Der Veer Photo Effects for the first film but later brought in-house at ILM. The process began by generating mattes from the live-action prop blades. Early experiments with retroreflective material and spinning poles proved too complex and were eventually streamlined. The mattes were rephotographed and colored frame by frame, with hues used to help audiences distinguish between each character’s weapon – blue for Obi-Wan Kenobi, red for Darth Vader – setting the look for the Star Wars saga for decades to come.

Lightsabers were created with hand-drawn animation in the original Star Wars trilogy, as seen here with Obi-Wan Kenobi (right, Alec Guinness) and Darth Vader (Bob Anderson/James Earl Jones) in Star Wars: A New Hope (Credit: ILM & Lucasfilm).

“At first, ILM didn’t have the resources to do all the opticals themselves,” animator Chris Casady tells ILM.com. “They sent shots out to Van Der Veer, Cinema Research, and Modern Film Effects. Those places were the old guard – they’d done work on Logan’s Run (1976), Soylent Green (1973), that kind of thing.

“But the goal was always to bring everything in-house,” Casady adds. “And once ILM got the optical department up and running in Van Nuys, the quality jumped. We had more control, and it just looked better.”

Beckett, as described by Casady, “was without a doubt a genius. Adam was extremely brilliant. He wanted to be able to put some of his psychedelic style into Star Wars. He thought it was almost an obligation to one-up 2001: A Space Odyssey [1968]. But Lucas wanted something more realistic.”

Casady noted Beckett’s work on the Death Star superlaser charging sequence, explaining that “Adam did a tremendous amount of work putting together that Death Star laser tunnel shot – all those rings and green things flashing down the middle. It’s built up of multiple passes, multiple exposures, multiple pieces of artwork.” The platform on which the live-action actors were standing was completely hand-drawn by Peter Kuran.

Casady added that “Adam’s signature work is the electrocution of R2-D2,” an entirely hand-drawn effect requiring precision to make the electricity feel convincing on screen.

“I really was brought in at a grunt level to make garbage mattes on the animation stand at night to free up the VistaVision cameras in the daytime,” Casady explained. “Every time they filmed the spaceship on stage … everything outside the blue is considered garbage; it’s got to be masked out. So, my job was to make this matte and block out the garbage.

“On film, my mattes fell below the threshold of black, so it became black,” Casady continues. “Famously, when the film was first released on VHS … my mattes were visible in the negative. … The audience saw my garbage mattes as irregular shapes that jumped every six or eight frames. So that’s the only time people got to see my work on the film!”The animation team also solved another subtle but crucial challenge: making the miniature spaceship models feel more plausible in their scenes.

“There was a shot of a TIE Fighter flying past the camera, and they were concerned it looked too flat,” said Casady. “So they asked if we could paint in some reflections – highlights that would suggest the ship was catching light from the environment. It wasn’t baked into the model photography, so we had to add those glints manually, frame by frame, right onto the animation cels. Just little touches of light to make it feel like the ship belonged in that space.”

Animation and rotoscope supervisor Peter Kuran works with an animation camera during production of Star Wars: The Empire Strikes Back (1980) (Credit: Terry Chostner & ILM).

Kuran told The Filmumentaries Podcast, “I just thought that that was something that was needed.”

By the time Star Wars: Return of the Jedi (1983) came around, ILM was called on to create yet another iconic animated visual effect: Emperor Palpatine’s Force lightning. Composed of hand-drawn electrical arcs, the effect required animator Terry Windell to conjure a sense of living, dangerous energy – a visual shorthand for the raw power of the dark side. During his career, Windell brought his animation skills to Poltergeist (1982) and Ghostbusters (1984), among many others.

Though Peter Kuran had since left ILM, his company, Visual Concept Engineering, took on the painstaking task of rotoscoping each frame of the lightsaber combat between Luke and Vader. In total, 102 lightsaber shots were completed for the final film in the trilogy.

While rotoscoping and hand-drawn animation effects remained essential throughout the early 1980s, ILM was already looking ahead, seeking ways to evolve another time-honored technique: stop-motion animation.

As with the lightsabers and blaster bolts, the Emperor’s “Force lightning” in Star Wars: Return of the Jedi (1983) was also created with hand-drawn animation (Credit: ILM & Lucasfilm).

The Rise of Go-Motion

Before work began on Return of the Jedi, “Go-Motion” – a breakthrough in dimensional animation pioneered by ILM’s Dennis Muren, Phil Tippett, Stuart Ziff, and Tom St. Amand – offered a major refinement to traditional stop-motion by introducing motion blur, an effect crucial to achieving realistic movement. Unlike standard stop-motion, where models remain static during each frame’s exposure, go-motion employs stepper motors driven by a motion-control system. These motors subtly shift the puppet during the open-shutter phase, simulating the kind of motion blur found in live-action 24fps cinematography.

“The significance is that we got it working,” Ziff told Cinefex, downplaying the complexity of a system that required months of development before the first usable shot could be captured.

First explored during production on Star Wars: The Empire Strikes Back (1980) and fully realized on Dragonslayer (1981), the process eliminated the telltale staccato of conventional stop-motion. 

Ziff’s engineering expertise led to the development of a modular rig dubbed the “Dragon Mover,” which connected to the model’s limbs via rods and enabled precise, repeatable motion sequences. Tippett, St. Amand, and Ken Ralston meticulously animated both walking and flying versions of the puppet, blending mechanical precision with handcrafted nuance.

“We started off with some of the more complicated shots,” Tippett told Cinefex, recalling the weeks spent programming movement cycles before finally achieving a fluid, natural gait. This meant that the process became easier over time, a testament to the artists’ dual roles as problem solvers. The result was a new level of fluidity and realism, particularly evident in the scenes featuring the film’s dragon, Vermithrax Pejorative.

The Vermithrax Pejorative in Dragonslayer (1981) (Credit: ILM & Paramount).

Blending Animation with Live-Action: A New Frontier

ILM’s reputation for innovation took a significant leap forward with Who Framed Roger Rabbit. Directed by Robert Zemeckis, the film demanded the seamless integration of hand-drawn, cel-animated characters with live-action performances and practical on-set effects. ILM’s task was to anchor the animated characters convincingly in the real world.

Visual effects supervisor Ken Ralston oversaw the technical and creative challenges of making cartoon characters interact believably with real environments. “The animation had to exist in a real world, with real lighting, perspective, and interaction. That had never been done before at this level,” Ralston told Cinefex.

“It was great for me because I am a huge fan of those early cartoons by the great Warner Brothers directors, Tex Avery and Chuck Jones. And when that showed up with the intent that Bob [Zemeckis]  wanted for it, man, that was a match made in heaven. And it was brutal, but it was great at the same time. It keeps you going. And when you see results on something that’s finally coming together, it’s a blast,” Ralston explained to The Filmumentaries Podcast.

Marking a turning point in hybrid filmmaking, they also decided to discard the traditional locked-off camera in favor of dynamic movement. To support this, ILM developed new methods to track live-action camera motion and translate it into data that animators could use to maintain consistent character positioning and perspective. “The opening camera crane shot proved to be historic. … No one had ever done a crane drop with a live-action camera and planted an animated character firmly on the ground,” Zemeckis recalled to Cinefex.

An animation cel from Who Framed Roger Rabbit (1988), created by the team supervised by Richard Williams. ILM was then responsible for compositing the animated characters with the live-action footage (Credit: ILM & Disney).

ILM and the special effects team constructed practical rigs to simulate interactions between live-action props and invisible cartoon characters. In one sequence, when Roger Rabbit turns a water faucet, a hidden mechanism releases a perfectly timed spray – a practical effect used to sell the interaction.

To match the shifting light within live-action environments, ILM tracked moving shadows and highlights, ensuring the animated characters were illuminated just like the actors. “If a light in the scene was swinging, … then the Toon characters would have to be lit in exactly the same way,” said Ralston. Animators relied on detailed lighting references to maintain visual consistency frame by frame.

Performance presented its own challenges. Bob Hoskins, cast as Eddie Valiant, was required to act opposite characters that weren’t physically present. “What I had to do was spend hours developing a technique to actually see, hallucinate, virtually to conjure these characters up,” he told Cinefex. To assist, Charles Fleischer, the voice of Roger Rabbit, wore a full Roger costume off-camera and delivered his lines live. “Although he was on the other side of the camera, I was able to talk to him as if he were right next to me. We could even ad-lib together,” Hoskins said.

After principal photography wrapped, ILM tackled the complex process of optical compositing while Richard Williams’s animation team in London produced the character animation. ILM integrated those elements into the live-action footage. “Every frame had to go through multiple passes to create tone mattes, shadow mattes, and interactive lighting effects. It wasn’t just a matter of drawing the character,” explained optical supervisor Edward Jones. “Every single frame had to be drawn, rechecked, and composited with multiple elements to make sure the animation fit seamlessly into the live-action,” Zemeckis recalled.

The result was a groundbreaking fusion of animation and visual effects that redefined the possibilities in cinematic storytelling. It was a winning combination of traditional techniques and innovation that was widely praised. The film won Best Visual Effects and a Special Achievement Award at the 1989 Academy Awards. Many saw the film as the zenith of the photochemical era, even to the extent that it was perceived as too complex to repeat.

In fact, it wasn’t until a decade later that ILM revisited this hybrid format with The Adventures of Rocky and Bullwinkle (2000), applying many of the same techniques with enhanced digital compositing tools to a new generation of animated characters.

Actor Bob Hoskins (Eddie Valiant) is suspended before a blue screen on ILM’s main stage. In this sequence, his character interacts with animated co-stars Bugs Bunny and Mickey Mouse (Credit: ILM).

When Dinosaurs Ruled the Visual Effects World

While go-motion had proven a valuable innovation throughout the 1980s, it was the advent of computer graphics (CG) character animation that truly revolutionized ILM’s approach in the 1990s. In the last year of the decade, ILM laid the groundwork on James Cameron’s The Abyss (1989), animating the fully CG pseudopod – a water-based, tentacle-like entity. For Cameron’s next film, Terminator 2: Judgment Day (1991), ILM once again raised the bar with the liquid metal T-1000.

It was the digital dinosaurs in Jurassic Park that marked a true turning point – not just in terms of spectacle – but as a clear signal that traditional methods like stop-motion and go-motion were being eclipsed by a new era of photorealistic CG. ILM animator Steve Williams, who had previously worked with Mark Dippé on The Abyss and Terminator 2, pushed the idea of fully computer-rendered dinosaurs further. The results were astonishing. Steven Spielberg’s action-horror hybrid delivered creatures that felt real. Animals that moved and breathed with skin that stretched and muscles that flexed.

As a veteran stop-motion animator, Phil Tippett famously quipped at the time: “I’ve just become extinct.” The line – part joke, part reality – captured the profound shift unfolding across visual effects departments. Tippett’s line was given to the film’s Dr. Malcom, played by Jeff Goldblum.

A computer-graphics Brachiosaurus seen with live-action actors in the foreground in Jurassic Park (1993) (Credit: ILM & Universal).

By the time Jurassic Park hit screens, the industry had begun pivoting decisively toward digital techniques, a shift witnessed firsthand by animator Rob Coleman.

“There were only 6 animators at ILM for Jurassic Park,” he tells ILM.com. “It was the film that inspired me to cut my reel and send it in. … And I came in as ILM’s animator number 9 in October of ‘93 (4 months after the film’s release) when it was still very early days for computer graphics.”

To bridge the gap between stop-motion and computer animation, the team developed a hybrid technique known as the Dinosaur Input Device or D.I.D. This setup used a dinosaur armature fitted with sensors and encoders, allowing animators to physically manipulate the model while their movements were captured and translated into digital data. The goal was to combine the skill and experience of the traditional animators and strengths of the computer artists and technicians. While the results weren’t always ideal – much of the animation still had to be keyframed in the computer – it marked a pivotal step. The future of filmmaking was taking shape, frame by frame.

Animator Tom St. Amand (left) and lead animator Randy Dutra of the Tippett Studio pose with the Dinosaur Input Device (D.I.D.) used on Jurassic Park (Credit: ILM & Tippett Studio).

The Challenge of Digital Characters: The Star Wars Prequels

Following ILM’s work in the 1990s on films like The Flintstones (1994), Casper (1995), Forrest Gump (1994), and Jumanji (1995), George Lucas was getting ready to revisit the galaxy far, far away. This time, with a vision that demanded unprecedented integration of digital characters and live-action performances. The Star Wars prequels would become a proving ground for ILM’s rapidly expanding digital animation capabilities.

Leading that charge was Rob Coleman, by then an animation supervisor at ILM. He found himself tasked with something the company had never fully tackled before: nuanced, verbal performances from fully digital characters who needed to share the screen – and emotional space – with real actors.

“It was all those things, plus we didn’t have a staff that actually had spent their time learning how to do nuanced performances,” Coleman recalls. He would tell director Joe Johnston for Light & Magic Season 2 that it was Dragonheart (1996) that really set the groundwork. “That was a huge leap for us. George was watching, and when he saw Dragonheart, he said, … ‘We are ready to go.’

Draco the dragon (voiced by Sean Connery) flies towards Bowen (Dennis Quaid) in Dragonheart (1996) (Credit: ILM & Universal).

“Most of the people at ILM had been flying spaceships and doing robots and maybe having dinosaurs smash around,” Coleman adds, “but they weren’t doing verbal performances where they were to hold their own with Natalie Portman and Liam Neeson and Ewan McGregor.” And to bring multiple CG characters like Jar Jar Binks, Watto, and Sebulba to life in Star Wars: The Phantom Menace (1999), Coleman had to shift the team’s mindset. His growing team of 65 animators needed to think less like technicians and more like performers.

“We videotaped our actors so we had what they were doing physically, and we could look at them speaking to work out the lip sync. But pretty early on in Phantom Menace, I knew that I wanted to get into the subtext, not just the text. What’s going on inside the heads of the characters. If we could achieve that, we were gonna have believable performances, and the audience would have a connection with Watto, Jar Jar, Sebulba, and Boss Nass in that first film.”

The next major test came with Star Wars: Attack of the Clones (2002) and the digital resurrection of a beloved character: Yoda. Unlike Jar Jar or Watto, Yoda had already been established in the original trilogy as a practical puppet, sculpted by Stuart Freeborn and brought to life by puppeteer Frank Oz. Coleman’s team needed to preserve that legacy while updating the character with a broader range of expression.

“I went back and looked at Empire and it was nothing like I remembered because I’d grown up. It had changed what we expected,” Coleman says. “So what I was trying to achieve is what I remembered Yoda doing in terms of expressiveness and honoring how Frank moved him. Frank actually came by ILM, held up his hand, showed me the position of his fingers inside Yoda’s head. I had him pantomime some Yoda with me so I could see what he was doing.”

To ensure authenticity, Coleman and his team rigorously tested Yoda’s new digital incarnation. He recalls the moment he shared the first test with George Lucas. “There is footage of me presenting the first digital Yoda on the From Puppets to Pixels [2002] documentary. That is the real footage of me doing that, even though I asked the documentary not to shoot it. I’m so happy they did. I was really nervous, and I presented three speaking shots and three non-speaking shots on purpose because I was trying to show them that we could maintain performance without the crutch of dialogue. That was a focused decision because I knew from watching countless movies and TV, editors routinely cut to their action shots – the non-verbal reaction shot. I wanted to earn one of those, and we did.”

Jar Jar Binks (right, Ahmed Best) performs opposite Queen Amidala (Natalie Portman) in Star Wars: The Phantom Menace (1999) (Credit: ILM & Lucasfilm).

That approach paid off. One of Yoda’s most effective digital moments came not during a battle or speech but in a quiet reaction. “There’s a shot of Yoda in Palpatine’s office where Palpatine says something, Yoda’s leaving, and he turns, and he looks over his shoulder, and you can tell he doesn’t trust him,” Coleman notes. “And that’s all in facial performance, all keyframe, frame-by-frame animation. It ended up on the movie poster.”

Coleman’s work continued into Star Wars: Revenge of the Sith (2005), by which point ILM had solidified its reputation as a pioneer in digital character animation. The scope of the prequel work, in retrospect, still feels enormous to the animation director.“I kind of got swept up in it all. Jim Morris [ILM’s general manager from 1993 to 2005] had put me forward for the role. Jim had taken me aside, and he said, ‘I think you’ve got the right temperament to work with George.’ So he sent me over … and dropped me off in London for a two-week interview with George Lucas, which I passed.”

Decades later, Coleman is reflective about the experience. Even as ILM continued to push forward in their abilities to mimic life, it was paradoxically the artists themselves that felt like the imposters. “Twenty-five years on, it’s kind of surreal to think back that I actually did that. I know that’s me. There are pictures of a younger me doing it. And I have all the memories, but sometimes it feels like it was someone else.”

Animation director Rob Coleman at work on The Phantom Menace (Credit: ILM).

Cursed Flesh and Living Tentacles: The Pirates Breakthrough

When Pirates of the Caribbean: The Curse of the Black Pearl (2003) set sail, ILM faced a major challenge. Bringing the cursed crew of the Black Pearl to life wasn’t just about creating convincing skeletons – it was about making them believable next to live-action characters.

Hal Hickel, animation supervisor, explains to ILM.com that “It was a really complicated problem because the idea was that under moonlight these guys are skeletons, but in shadow, they’re flesh and blood.” Each shot became a complex blend of live-action photography and animation, requiring seamless transitions between the two. “You couldn’t just cut to them and show them in full skeletal form under neutral lighting,” he said. “It all had to be motivated by the lighting in the scene.”

The work paid off, but it was only the beginning. For the sequel, Pirates of the Caribbean: Dead Man’s Chest (2006), director Gore Verbinski raised the bar with Davy Jones and his crew. These characters were fully digital – and fully expected to carry the emotional weight of their scenes.

Speaking about Bill Nighy’s portrayal of Davy Jones, Hickel notes that “Bill gave such a brilliant performance. We didn’t want to lose any of the little stuff. The slight squint of an eye, the tiny sneer.” Rather than relying solely on motion capture, the team blended Nighy’s reference footage with keyframe animation, ensuring that none of his subtle acting choices were lost. “We wanted the tentacles to feel alive but they had to support the emotion in his face, not steal focus.”

Davy Jones (Bill Nighy) in Pirates of the Caribbean: Dead Man’s Chest (2006) (Credit: ILM & Disney).

Animating Davy Jones’s tentacle beard posed its own technical challenges. “It was a mix of hand animation and simulation,” Hickel explains. “We animated parts of it for performance reasons, but we also let physics take over for the secondary motion, so it didn’t look fake or overly choreographed.” This approach required close collaboration between animators, rigging artists, and the simulation team to keep everything feeling realistic and responsive.

The complexity of Davy Jones and his crew pushed ILM to overhaul their pipeline. “We had to rethink a lot of how we built and rendered these characters,” Hickel says. Advances made for Pirates laid the foundation for ILM’s later work on projects like Transformers (2007) and The Avengers (2012).

Beyond the technical achievements, Pirates also marked a shift in how digital characters were treated on screen. As Hickel puts it, “It wasn’t just about creating spectacle. Gore trusted us to handle real character beats with these CG characters. It was an amazing opportunity.” Through a mix of performance, artistry, and cutting-edge technology, ILM helped create one of cinema’s most memorable digital villains. They had steered animation into entirely new waters.

The Leap to Full-Length Animation: Rango

After working with Industrial Light & Magic on three Pirates of the Caribbean films, director Gore Verbinski approached the studio with an ambitious proposal: to produce a fully animated feature. He had been particularly impressed by ILM’s work on Davy Jones and believed the studio could bring that same level of sophistication to Rango – a surreal Western populated by anthropomorphic desert creatures.

“We approached Rango the way we approach live-action visual effects,” visual effects supervisor John Knoll told Cinefex, “building out environments with a cinematic mindset rather than adhering to the rigid, modular workflow of conventional animated features.”

A defining innovation was the film’s approach to lighting and cinematography. Renowned director of photography Roger Deakins consulted on the project, bringing principles of real-world filmmaking into the animated space. “We lit Rango the way we’d light a live-action film, with practical principles of cinematography in mind,” Deakins told Cinefex.

Rango‘s (2011) namesake, as voiced by Johnny Depp (Credit: ILM & Paramount).

ILM’s animation director, Hal Hickel, emphasized that they wanted the characters to inhabit their world with mass and texture. “We didn’t want our characters to feel overly polished or weightless,” he told Cinefex. “Gore wanted them to move with a slight awkwardness as if they truly existed in this dusty, unpredictable world.”

“He didn’t want to go head to head with Pixar or Disney or DreamWorks or Illumination. If they’re all over here, he wanted to go over there, aesthetically, in every way,” Hickel tells ILM.com. “Gore understood that the look of the film that he wanted to do was what we ended up calling ‘photographic.’ So not photoreal, but definitely not cartoony – the shot glass with whiskey in it, those kinds of things all had this patina of realism. So that seemed like a really good fit with us at ILM.”

Rather than using motion capture, Verbinski shot sessions with the actors performing together in a theatrical setting simply to inspire the animation. “It wasn’t about mapping motion one-to-one,” says Hickel. “It was about understanding the rhythm, the beats, the subtle mannerisms that would inform the final animated characters.” The result was a film that felt authored – visually distinct and emotionally resonant. For ILM, Rango marked another turning point.

“We knew this was an experiment,” said Knoll, “but we also knew it was an opportunity to redefine what ILM could do. Looking back, I think we did just that.”

Lead animator Maia Kayser at work on Rango (Credit: ILM).

Having left ILM before production on the film, Rob Coleman is still captivated by Rango. “It came about because John Knoll and Hal Hickel built a fantastic relationship with Gore Verbinski,” he says, “and they demonstrated to him through Pirates of the Caribbean that ILM had acting animators, and Gore is an actor’s director. They needed the right director with the right focus and the right mixture of talents and just bravado to say, ‘Yeah, we’re going to do this.’ And to hit ILM at the right time to make it, I think it’s still a marvel. I went back and watched it a couple years ago. It’s incredible what they did and what they achieved.”

“Every animator I know who worked on Rango had a ball and tells me continuously, ‘Gosh. Let’s get another Gore film going,’” says Hickel. “Yeah, they ate it up. He just really wanted people to feel like we were all filmmakers. You’re not the visual effects people up there, and I’m the filmmaker down here. We’re all filmmakers. We’re making this movie together.” That sense of collaboration was an ethos that ILM started in 1975 and continues to carry forward to this day.

Rango went on to win the Academy Award for Best Animated Feature in 2012.

Follow ILM’s continued journey in animated feature filmmaking in part two of this installment of ILM Evolutions.

Read more stories from our 50th anniversary series, “ILM Evolutions”:

ILM Evolutions: Pushing the Boundaries of Interactive Experiences

Jamie Benning is a filmmaker, author, and podcaster with a lifelong passion for sci-fi and fantasy cinema. He hosts The Filmumentaries Podcast, featuring twice-monthly interviews with behind-the-scenes artists. Visit Filmumentaries.com or find him on X (@jamieswb) and @filmumentaries on Threads, Instagram, and Facebook.

The visual effects supervisor from ILM’s Vancouver studio shares insights about helping create new characters and bringing the streets of New York City to life.

By Mark Newbold

(Credit: ILM & Marvel).

Proudly displaying the most famous typographical symbol since George Lucas placed an acute accent over the “e” in Padmé Amidala, Thunderbolts* arrived in cinemas on May 2, 2025, to a fanfare of critical praise, bringing together a gaggle of questionably motivated heroes, including Florence Pugh as Yelena Belova, Sebastian Stan as Bucky Barnes, David Harbour as Alexei Shostakov, Wyatt Russell as John Walker, Hannah John-Kamen as Ava Starr, Lewis Pullman as Bob Reynolds, Olga Kurylenko as Antonia Dreykov, and Julia Louis-Dreyfus as Valentina Allegra de Fontaine. Director Jake Schreier (who also helmed Star Wars: Skeleton Crew’s fifth episode) led the effort to create an adventure that thrills, engages, delights, and amuses in equal measures.

Thunderbolts* is a story that not only details the rise of a motley crew of rogues into the heroes of Manhattan but also the war Bob Reynolds fights internally as he battles to free himself from his dark alter ego, Void, with the help of his newfound friends. Industrial Light & Magic’s visual effects supervisor Chad Wiebe (Captain America: Brave New World [2025], Obi-Wan Kenobi [2022], Thor: Ragnarok [2017]), joins ILM.com to discuss the challenges of not only bringing a tentpole release to the big screen but also creating striking new effects for fans of the Marvel Cinematic Universe (MCU).

“ILM’s work started back in May 2023,” Wiebe tells ILM.com, “when development work began with Jay Cooper (visual effects supervisor on The Eternals [2021] and The Creator [2023]) and a small team of artists, primarily to develop the look of Void. Then the WGA [Writers Guild of America] strike happened, and production went on hiatus for a while. ILM’s involvement picked up again in February of 2024. That’s when I got involved.”

(Credit: ILM & Marvel).

There can be any number of elements that bring an experienced supervisor onto a show. Wiebe explains how appropriate skill sets, personal interests, and timing align when taking on a new show.

“The production visual effects supervisor Jake Morrison and I have worked together a number of times and it’s always been a very collaborative experience, so I jumped at the opportunity to work together again,” Wiebe says. “On top of that, Sentry is a powerful new character in the MCU with a strong comic book legacy, and I really enjoy developing ideas for new characters.

“This was a very different film to the ones you typically see within the MCU,” Wiebe continues. “Jake Schreier’s vision was that it had to be grounded and based on physicality, not magic and energy and all the things you typically associate with superhero films. He didn’t want it to feel like any movie that we’ve seen before, so that instantly attracted me.”

As with any Marvel project set within the five New York City boroughs of Manhattan, Brooklyn, Queens, The Bronx, and Staten Island, the city is essentially a character in its own right. Whether it’s Spider-Man in Queens, Captain America in Brooklyn, or the Baxter Building in Manhattan, each location must feel authentic. In Thunderbolts*, we return to the former Avengers Tower, which ILM had to place within real-world Manhattan.

“There are two ways to look at it,” explains Wiebe. “One aspect is the kind of data acquisition you need in order to make these very tangible environments look realistic as if you’re standing there yourself, and the other is augmenting it with some very iconic structures such as the Watchtower, which needs to sit seamlessly within that environment. It’s a tricky thing to do when it’s a city like New York that people are very familiar with. When you’re building locations and areas that have a real-world counterpart, you need to do your homework. You need to make sure you get all the reference material to make sure you’re depicting it in the most accurate way because people will instantly spot things if you’re trying to cheat or fudge the facts, and New York holds a very special place in people’s hearts, so doing it justice was very important.

“The fact that they based Avengers Tower around the MetLife Building in New York was a great starting point,” Wiebe continues. “The Avengers Tower we’ve seen in previous films retains the base of the MetLife building, but the departure that we took on Thunderbolts* was that we redesigned the base of the tower so it no longer utilized any of the MetLife Building. We use the same city block and footprint, but we replaced it from the ground up. Beyond Avengers Tower, we also had to build vast sections of the surrounding area. The key is in the details and making sure you collect enough reference material such as digital photography, aerial plates, LIDAR scans – the whole nine yards to get as much data as possible so we can build out this environment to be a true depiction of New York City.”


One of the most striking elements of Thunderbolts* is a new character in the MCU, Bob, and his dark alter ego, Void. Both thematically and visually, his soul-sucking powers are a powerful addition to the film, taking inspiration from both the comics and the film’s director, Jake Schreier. The task fell to the artists at ILM to bring these concepts to life.

“It was a unique challenge to visualize Void’s powers without leaning into anything too typical or too magical. The way Void turned people into shadowed silhouettes being a prime example. It needed to feel like a subtle but impactful event,” says Wiebe. “There were a surprising number of iterations that we went through to figure out that look. We spanned the full spectrum of ideas, going from something that felt like a single frame flash, to longer, drawn-out versions showing detailed shadows projected onto surfaces in a variety of different ways. We tried different aesthetics before we arrived on a quick but impactful effect that had a complexity to its simplicity, which also relied on the audio design to sell it as this somber but impactful moment.”

The process from concept to completion required numerous iterations and refinements.

“We started shadow dev with Jay Cooper all the way back in May of 2023, and that wasn’t too dissimilar from what we continued to do all the way up to the final months of the show,” Wiebe explains. “With a pivotal character such as Void, getting it to a 90% or 95% point of completion is the easy part, relatively speaking. It’s dialing those nuances in the last 5% or 10% that’s a very iterative and collaborative process.

“There were some key shots that went through dozens of iterations,” Wiebe continues. “How much of Lewis’s performance are we preserving? How much are we shrouding him in shadows? How much specularity do we want to retain from his costume? It’s a fine line. You want to ensure you’re staying true to the actor’s performance because it’s so well done, but you have this character that you also need to convey as a mysterious, shadowy void, so you want to add that mystery and aura surrounding him without going too far. There was a lot of back and forth to determine what that balance should be. Once you crack the code, then you’re good to start propagating that through your other shots, and then the dominoes fall a lot quicker. It’s an important part of the process that we need to go through to land on that final look.”

With Lewis Pullman’s performance at the heart of the sequence, Void required a mix of disciplines to bring the character to life.

“A lot of what you see of Void relied heavily on a 2D composite treatment, mixed with our CG asset when we needed to add specific details to certain areas….so it’s a hybrid approach,” notes Wiebe. “We utilized as much plate material of Lewis as we could. We also augmented it to get some of the details that you may not have had in the plate. If there are areas that we want to expose, say a little bit of costume detail or parts of his cheek that we want to expose a bit of lighting information on, we would utilize our digital asset to help with that. For some of the wider shots where he’s further away or doing things that you couldn’t necessarily do while filming, those would be our digital versions.”


Work on projects like Thunderbolts*, with bespoke visual effects crafted for specific characters and powers, can lead to processes that are useful in future projects, something Wiebe is grateful for.

“Every project adds new tools to your tool belt that you can take from show to show. That’s what you build on, and that’s what you can offer up as things that you’ve already tried and have experience with. I’ve done a number of Marvel films, and there’s always a carryover of techniques, setups, and lessons that you learn from doing things a certain way that you try to improve the next time.

“In regard to Sentry (before he turns into Void), we really don’t know everything that he’s capable of yet, and I don’t think he does either,” Wiebe continues, “so a big part of Thunderbolts* was him figuring out what he was able to do and learning the extent of his powers. One of the key moments in the film was when he said to Valentina that he doesn’t need to take orders from her; why would a god take orders from a human? There were a lot of conversations about Sentry’s level of confidence and his attitude when he started realizing that he’s got these incredible powers. There was some exploration about how confident he should feel. Jake didn’t want him to necessarily come across as overly confident in his powers because he’s learning them from scratch, but he also wanted to play into Bob’s character, too, where he wasn’t a very assertive person. He obviously fell on hard times before becoming Sentry, so navigating through that was a bit of a challenge for him.”

Thunderbolts* doesn’t just feature Sentry. There’s also a burgeoning team of would-be superheroes to contend with. “Obviously, here you’re putting him up against a number of characters that have their own unique powers, and there are other superheroes that he shares attributes with,” Wiebe explains. “That was a consideration in this film, making sure we don’t mimic what’s already been seen with other characters. Sentry has unlimited powers; he can do a bit of what most of the other superheroes can do, so making sure that we didn’t share too much space with other distinct effects was key.”

Creating visual effects requires intense attention to detail and the necessity of watching a scene again and again and again, being as granular as possible to get everything exactly where it needs to be. Given that, Wiebe notes that because he already knows the story, “it can make it a bit more difficult to sit back and enjoy a project that you worked on at the movie theater,” as he puts it. “But the beauty of Thunderbolts* is that everything was so seamless; I was able to let it visually play out without any moments of scrutiny or second-guessing the decisions we made. It was very rewarding to finally see it on the big screen in all its glory with the final audio in a theatre full of people who were very excited to see it. There were people cheering and applauding at the end of the screening, which was super, super rewarding.”


The film is planned, shot, edited, the visual effects completed, the sound layered on, and the music scored, but looking back on Thunderbolts*, there’s a key scene that stands out: the fight in the former Avengers Tower between Sentry and the Thunderbolts which is one continuous shot.

“We shot the Penthouse fight in three sections and spent months doing previs to map out where the cameras needed to be and determine our capacity to shoot within a confined set environment,” Wiebe explains. “When Sentry ‘Force pushes’ Red Guardian through the window and back, it’s one continuous 45-second shot up until the moment he throws both Ghost and Walker out of frame. That was months and months of pre-production followed by months and months of post-production work. It really was a labor of love between a number of different departments within ILM and everyone who was on set making it happen. In terms of things that we’re the proudest of, that oner is definitely right up there and something we’re promoting in order to help pull back the curtain and let people see all the work that went into it.”

(Credit: ILM & Marvel).

Mark Newbold has contributed to Star Wars Insider magazine since 2006, is a 4-time Star Wars Celebration stage host, avid podcaster, and the Editor-in-Chief of FanthaTracks.com. Online since 1996. You can find this Hoopy frood online @Prefect_Timing.