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50 Years | 500+ Film and TV credits | 135+ Awards

SINCE 1975

On this day, 55 years ago, Star Trek was born; a franchise that represented the hope of what space—the final frontier—could mean for all of humanity. ILM has played a significant part throughout Star Trek history, including the creation of the first completely computer-generated cinematic image sequence in a motion picture. Read on to learn about other exciting work we’ve brought to life for Star Trek.

Nearly a year before Return of the Jedi wrapped production, Industrial Light & Magic began work on another famous space film: Star Trek II: The Wrath of Khan. ILM crafted many of the effects for the motion picture and even built scale models of both the ‘Enterprise’ and the ‘Reliant’: the first non-Constitution-class Federation starship ever seen in the series. As the script called for the Reliant and Enterprise to deal out significant damage on one another, ILM developed techniques to convincingly simulate the destruction without physically damaging the delicate models. Rather than move the models on blue screen during shooting, the VistaVision camera was panned and tracked to give the illusion of movement, a technique that ILM pioneered for the Star Wars trilogy, and further refined during seasons 1 and 2 of The Mandalorian. One of the most groundbreaking sequences of the film was ILM’s animation for the demonstration of the Genesis Device on a barren planet. The first concept for the shot took the form of a laboratory demonstration, where a rock would be placed in a chamber and turned into a delicate flower. Effects supervisor, Jim Veilleux, wanted the sequence’s size and scope expanded to show the Genesis effect taking over an entire planet; a challenge that ILM’s Computer Graphics group was up for. The team introduced the novel technique of “particle systems” for the sixty-second sequence, going so far as to ensure that the stars visible in the background matched those visible from a real star that was light-years from Earth. The animators hoped it would serve as a calling card for the studio’s talents. Their hard work paid off, as the group would later be spun off and become the foundation for Pixar Animation Studios.

The first completely computer-generated cinematic image sequence in a motion picture. The Genesis Device terraforming a barren planet in Star Trek II: The Wrath of Khan (1982) directed by Nicholas Meyers.

For Star Trek III: The Search for Spock, ILM was tapped early in the production, allowing visual effects supervisor Ken Ralston and his team additional time to plan their shots. Leonard Nimoy credited the early involvement of ILM with expanding the creative input into the film’s design and execution. It became apparent to ILM early on that The Search for Spock required far more design and model work than had been required for The Wrath of Khan. The Earth Spacedock, for example, was a design intended to expand the scope of Star Trek. After approving a small three-dimensional maquette of the final design, ILM created a spacedock model that was over six feet tall. Rather than embarking on the painstaking process of wiring thousands of fiber optic lights, ILM had the innovative idea to construct the model out of clear plexiglass and then paint it. Once complete, the painted finish was etched-off in sections, creating the illusion of windows, with an inner core of neon light illuminating the resulting holes. The interior of the dock was simulated by an additional model that measured 20 feet in length, with a center section that could be removed. The interior illumination was generated by fiber optics and powerful lighting elements.

VFX Supervisor Ken Ralston and the team at Industrial Light & Magic readies the Klingon Bird-of-Prey for Star Trek III: The Search for Spock (1984) directed by Leonard Nemoy.

Finding himself in the director’s chair a second time for Star Trek IV: The Voyage Home—and building on the visual effects success found during production on The Search for Spock—Leonard Nimoy and the production team once again approached ILM early in development to help create storyboards for the complex optical effects sequences required. Many shots throughout the film were brought to life through matte paintings, both as a way to extend backgrounds, but also for establishing shots which greatly cut down on cost, compared to the process of building sets from scratch. Matte Supervisor, Chris Evans, attempted to create paintings that felt less contrived and more real, in stark contrast to the natural instinct of filmmaking which is to place important elements in an orderly fashion. Evan’s reasoning was that photographers would tend to “shoot things that were odd in some way”, and the final result would end up looking far more natural. The task of establishing the location and atmosphere at Starfleet Headquarters also fell to Chris and his team, along with famed artist Ralph McQuarrie, who had the daunting task of making San Francisco feel both teeming and futuristic, while still “of-our-world”. The scenes of the Klingon Bird-of-Prey on Vulcan were created through combinations of live-action footage—actors on a set in the Paramount parking lot which was covered in clay and used backdrops—matte paintings for the ship itself, as well as the rocky background terrain. The scene of the ship’s departure from Vulcan for Earth was more difficult to accomplish; the camera pans behind live-action characters to then follow the ship as it leaves the atmosphere, while other assets like flaming pillars and a blazing sun had to be integrated into the shot.

ILM Miniatures Camera Operator Pat Sweeney takes a light meter reading for the USS Enterprise on the stage during production on Star Trek IV: The Voyage Home (1986) directed by Leonard Nemoy.

With Nicholas Meyer back at the helm for Star Trek VI: The Undiscovered Country, The majority of the visual effects again fell to the pioneering team of ILM, this time under the supervision of Scott Farrar (who had previously served as a visual effects cameraman on the first three Star Trek films), as well animator Wes Takahashi. ILM’s computer graphics division was called up again for the creation of three sequences, including the explosion of Praxis. Meyer’s idea for the effect was influenced by the immense wave hitting the ship in The Poseidon Adventure to inform the scale of their shock wave. To accomplish this, the team at ILM built a lens flare simulation of a plasma burst composed of two expanding disc shapes. They then layered-in swirling details that were texture-mapped to the surface. Farrar settled on the preliminary look of the wave, and graphics supervisor Jay Riddle used Adobe Photoshop on his Apple Macintosh to build the final color scheme for the effect. For the wave that hit the ‘Excelsior’, the ILM team pulled out all the stops, because in Riddle’s words, “this thing had to look really enormous.” The team manipulated two curved pieces of computer geometry, expanding them as they approached the camera’s view. Textures that changed every frame were added to the main wave body and then looped over the top of it to create the sensation of blistering speed. Motion control footage of the Excelsior was then scanned into the computer system and made to interact with this digital wave. The results were extraordinary. In fact, ILM’s ring-shaped “Praxis Effect” shockwave has gone on to become a commonplace feature in science fiction films depicting the destruction of massive objects.

The USS Enterprise-A departs Earth Spacedock in Star Trek VI: The Undiscovered Country (1991) directed by Nicholas Meyer.

As the franchise shifted back to television, ILM was once again counted on to deliver on their model-making and visual effects expertise, including the design and construction of the ‘USS Enterprise-D’ for Star Trek: The Next Generation. The models were exceptionally detailed, and included both two foot and six foot versions. ILM was also integral to the development of the “jump to warp” special effect, which was a cornerstone of the series throughout its nearly seven-year run.

Anticipation was high for the legendary team-up of William Shatner and Patrick Stewart on the motion picture Star Trek: Generations, and ILM was up for the task. CG supervisor John Schlag recalled that it was easy to enlist ILM staff members who wanted to come and work on Star Trek, “it gave me a chance to be a part of the whole Trek thing, not to mention ILM is practically an entire company filled with Trek geeks”. Meanwhile, effects supervisor John Knoll’s team was charged with storyboarding the elaborate effects sequences. Previous Star Trek films had used conventional motion control techniques to film multiple passes of the starship models and miniatures on tracks. For Generations, the ILM artists began using computer-generated imagery and models for certain shots, a methodology that they were becoming well-versed in. No physical shooting models were built for the refugee ships, and other memorable CG elements included the solar collapses and the Veridian III planet. John Knoll and his team used a digital version of the ‘Enterprise-D’ for the warp effect, allowing them to keep consistent lighting throughout. While digital techniques were used extensively throughout the picture, ILM kept one foot firmly planted in its roots by way of the scale miniature of the observatory, built by model shop foreman John Goodson.

Industrial Light & Magic’s John Knoll works on a sequence featuring the USS Enterprise-D for Star Trek: Generations (1994) directed by David Carson.

As Jonathan Frakes took up the reins on Star Trek: First Contact, ILM was brought on to develop the new Sovereign-class ‘Enterprise E’. Designed to be leaner, sleeker, and mean enough to answer any Borg threat that the Federation would encounter. ILM fabricated a nearly eleven-foot miniature over a five-month period. Hull patterns were carved out of wood, then cast and assembled over an aluminum armature. The model’s panels were painted in an alternating matte and gloss scheme to add texture. The team also cut the windows using a laser, and then inserted slides of the sets behind the window frames to make the interior seem more three-dimensional when the camera tracked past the ship. In previous films, Starfleet’s range of capital ships had been predominantly represented by the Constitution-class ‘Enterprise’ and just five other ship classes, but for First Contact, the team created five new ship classes. ILM VFX supervisor John Knoll insisted that First Contact‘s space battle show the full armament of Starfleet’s ship configurations. He reasoned, “Starfleet would probably throw everything they could at the Borg, including ships we’ve never seen before”. ILM was also tasked with imagining what the Borg assimilation of a Starfleet crew member might look like. Visual effects art director Alex Jaeger came up with a set of cables that sprang from the Borg’s knuckles and buried themselves in the crewmember’s neck. Wormlike tubes would burrow through the victim’s body and mechanical devices would break the flesh. The entire transformation was created using computer-generated imagery. The wormlike geometry was animated over the actor’s face, then blended in with the addition of a skin texture that was layered over the animation. The gradual change in skin tone was then simulated with shaders.

Painter Kim Smith applies finishing touches to the USS Enterprise-E miniature for Star Trek: First Contact (1996) directed by Jonathan Frakes.

J.J. Abram’s Star Trek marked the first Trek film ILM worked on that was composed entirely of digital ships. Modeled by ILM’s Bruce Holcomb, the ‘USS Enterprise’ for this film was intended by Abrams to be a merging of its design in the original series and the refitted version from the original film. Abrams had fond memories of the revelation of Enterprise’s refit in Star Trek: The Motion Picture, because it was the first time the ship felt tangible and real to him. The iridescent pattern on the ship from The Motion Picture was maintained to give the ship depth, while ILM texture artist John Goodson artfully applied the “Aztec” interference pattern from The Next Generation. Goodson recalled Abrams also wanted to bring a “hot rod” aesthetic to the new Enterprise, which greatly influenced the end-design. Effects supervisor Roger Guyett also added more moving parts to the ship, including a new dish that would expand and move, as well as fins on the nacelle engines that would split when the ship would jump to warp. Carolyn Porco of NASA was consulted by ILM on planetary science and imagery. ILM’s technical team developed a new digital pyro tool allowing animators to realistically recreate what an explosion might look like in space: short blasts which suck inward, leaving debris from a ship floating. For the elaborate sequence of the imploding planet Vulcan, ILM used the same explosion tool to simulate its break up, allowing the animators to manually add layers of rock debris and wind swirling into the planet. 

The USS Enterprise departs Starbase 1 and prepares for its warp to Vulcan in Star Trek (2009) directed by J.J. Abrams.

For J.J. Abrams return on Star Trek: Into Darkness, ILM contributed over 700 of the motion picture’s visual effects shots including the death-defying scenes of the volcanic planet Nibiru erupting in the opening sequence, the secret Federation ship, ‘Vengeance’, and its cataclysmic destruction as it crashes into the San Francisco Bay and tears through the city. ILM also created the iconic chase between Spock and Khan through the streets of San Francisco, the flying truck sequence, and also further refinement to the iconic ‘Starship Enterprise’. Guided by visual effects art director Alex Jaeger, ILM’s model, texture and lighting team created hundreds of buildings to fill out San Francisco, creating a living, breathing metropolis with a striking sense of design and vision for the future. As a nod to the importance that the team at ILM placed on Star Trek, the location of Starfleet’s San Francisco headquarters in the film was situated in the exact real-world location of ILM’s headquarters at the Presidio.

James T. Kirk (Chris Pine) and Leonard McCoy (Karl Urban) escape the volcanic eruption on Nibiru in Star Trek: Into Darkness (2013) directed by J.J. Abrams.

As we celebrate 55 years of Star Trek, it has been our honor here at Industrial Light & Magic to help filmmakers from across the franchise explore strange new worlds. To seek out new life and new civilizations. To boldly go where no man has gone before. So from all of us here at ILM, we extend a heartfelt Vulcan salute to the fans around the world: live long, prosper, and happy Star Trek Day!

The Academy Software Foundation (ASWF), the preeminent foundation for open source software development in the motion picture and media industries, today announced that MaterialX has been accepted by the Academy Software Foundation’s Technical Advisory Council (TAC) as the seventh Foundation-hosted project.

MaterialX originated at Lucasfilm in 2012, and it has grown into the central format for material description at Industrial Light & Magic (ILM) since the production of Star Wars: The Force Awakens. The project was released as open source in 2017, with companies including Sony Pictures Imageworks, Pixar, Autodesk, Adobe, and SideFX contributing to its ongoing development. In recent years, MaterialX has been incorporated into widely-used applications and standards including Maya, 3ds Max, Substance Designer, Arnold, Renderman, Autodesk Standard Surface, and Universal Scene Description.

“We initially developed MaterialX to solve a need we had across Lucasfilm and Industrial Light & Magic to have truly portable assets, with look-development information that could be shared across applications, both for real-time and offline, but it’s been even more exciting to see how it’s been embraced by software vendors and pipeline developers alike. With MaterialX becoming an official ASWF project, we look forward to seeing that momentum continue to grow and help solve one of our biggest industry challenges,” said Francois Chardavoine, VP of Technology at Lucasfilm and ILM.

“Integration into the Academy Software Foundation marks an important step forward for the MaterialX project, broadening the lines of communication with closely-related standards such as OpenColorIO and Open Shading Language, and providing a strong platform for new studios, companies, and teams to contribute to MaterialX in the future,” said Jonathan Stone, Senior Software Engineer at Lucasfilm’s Advanced Development Group and the lead developer of MaterialX.

“MaterialX is a crucial piece of technology as it addresses an industry pain point of smoothing the transfer of look development information between various applications and renderers. MaterialX solves the need for a common, open standard in this space and represents an enormous value to end-users within animation studios, visual effects studios, and third-party vendors,” said David Morin, Executive Director of the Academy Software Foundation. “With the support of the broader Academy Software Foundation community, we hope the ecosystem that supports MaterialX will grow, further validating the open standard within the industry.”

MaterialX is a key technology in the representation of materials in content pipelines for computer graphics. Its capabilities for expressing physically based shading models and generating shading code have strong synergy with the ASWF’s Open Shading Language, and its interpretation of color spaces is closely aligned with the approach in OpenColorIO and ACES.

The Academy Software Foundation will maintain and further develop MaterialX with oversight provided by a Technical Steering Committee, including members from Lucasfilm, Pixar, Sony, Autodesk, Adobe, Foundry, SideFX, NVIDIA, and Epic Games. All newly accepted projects start in incubation while they work to meet the high standards of the Academy Software Foundation and later graduate to full adoption. This allows the Academy Software Foundation to consider and support projects at different levels of maturity and industry adoption, as long as they align with the Foundation’s mission to increase the quality and quantity of contributions to the content creation industry’s open source software base.

Learn more about MaterialX and get involved:

Project Site: http://www.materialx.org/

GitHub: https://github.com/materialx 

Twitter: https://twitter.com/MaterialXcg.

Launchpad, a first-ever live-action shorts incubator program that provides the opportunity for filmmakers from underrepresented backgrounds to produce live-action short films for Disney+ enlisted the talent at ILM to provide visual effects for the films. For its part, ILM used the project as an opportunity to provide up-and-coming talent from underrepresented groups a chance to expand their experience to higher-level roles.

The visual effects for American Eid, The Last of the Chupacabras, Dinner is Served, and Growing Fangs, each centering on the theme of “discover” were supervised by Beth D’Amato. A 24-year veteran of ILM, D’Amato has previously been an artist and supervisor on dozens of films including, the Star Wars prequels, Star Trek, Lucy, Rogue One: A Star Wars Story, The Revenant, Captain Marvel, Jurassic World, and Black Widow. Also contributing to the project in the role of visual effects producer was Shivani Jhaveri who had previously been a production manager on Lucasfilm’s hit Disney+ series The Mandalorian and Star Wars: The Rise of Skywalker.

“This project was special not only because it offered amazing opportunities for underrepresented filmmakers to tell their stories, but that diversity went so much farther than what you see on screen,” explained Beth D’Amato, adding “On set, there were so many women and people of diverse backgrounds on the crew as well, and the bond we felt because of it was palpable. We all knew we were a part of something truly unique.”

Shivani Jhaveri said, “Disney Launchpad was a project that showcased a unique variety of voices throughout the scope of the show. It was truly a pleasure working with filmmakers who were so closely connected to their stories to help them elevate their narratives through visual effects. We were lucky to have directors that could think outside the box and work with us to accomplish creative solutions within our time and budget considerations.”

Unlike many studio diversity initiatives, Disney Launchpad is not aimed at first-time directors, but rather experienced filmmakers poised to make the leap to studio filmmaking. Disney’s stated goal for season 1 of the Launchpad Shorts Incubator was to tell six deeply meaningful personal stories straight from the filmmakers’ heart, amplified with the scale and reach that only Disney has. The program returns for a second season with some exciting new changes. For the first time ever, writers will be eligible to apply for the program as well as directors. This means filmmakers can apply as a writer, writer/director, a director with a script someone else wrote (so as a team), or as a director. Applications opened May 10th and will close on June 11th, with the program start in December of 2021.

Inside ILM: Creating the Razor Crest, received the Silver Telly Award at the 42nd Annual Awards for the short-form non-broadcast documentary category. The Telly Awards recognize creators who are bringing high-caliber stories to screens globally. The mini-documentary film chronicles the design, development, and construction of the miniature Razor Crest ship created for season one of Lucasfilm’s hit Disney+ series The Mandalorian. The piece also delves into the return of motion control photography, a technique that hadn’t been used at the company in over a decade despite ILM’s innovation in the space during the company’s first two decades in business.

ILM visual effects team members (from left) Landis Fields, John Knoll, and John Goodson ready the miniature Razor Crest for a motion control shot on the ILM stage as Chris Hawkinson (operating camera) documents the action.

Directed by ILM’s Chris Hawkinson, the short features The Mandalorian creator and executive producer, Jon Favreau, and such luminaries as Doug Chiang, Rene Garcia, Ryan Church, Jay Machado, Richard Bluff, John Knoll, Landis Fields, Marissa Gomes, John Goodson, Lorne Peterson, Bill George, and Hal Hickel.

The Telly Awards annually showcases the best work created within television and across video, for all screens. Receiving over 12,000 entries from all 50 states and 5 continents, Telly Award winners represent work from some of the most respected advertising agencies, television stations, production companies, and publishers from around the world. The Telly Awards recognizes work that has been created on the behalf of a client, for a specific brand and/or company, or self-directed as a creative endeavor.

You can check out the documentary below.

We were greatly saddened to learn that over the weekend that our friend and colleague, David Owen, a still photographer and documentarian at ILM for nearly 25 years had passed away. David joined ILM in 1988 having relocated from his native England. He was one of a small cadre of people that worked behind the scenes in ILM’s Still Photo Department documenting the company’s work over the years. It wasn’t so much the work he documented, but the people. He loved making images that told a story – Snapshots in time of what the amazing talent gathered around him were creating.

We often hear from people who say that the books chronicling ILM greatly impacted them and inspired many to want to get into the industry. ILM Still Photographer David Owen was a tremendous contributor to our second book, Into the Digital Realm, as well as our third book, Industrial Light & Magic: The Art of Innovation providing invaluable research assistance and of course much of the photo documentation for the projects featured in the books. He documented ILM’s work on a great many projects including Ghostbusters II, Back to the Future II, Death Becomes Her, Casper, Star Trek: First Contact, Indiana Jones and the Kingdom of the Crystal Skull, The Lone Ranger, and many others. While we all work behind the scenes at ILM, some work a bit further back than others. David captured many of the iconic behind-the-scenes moments be they in the model shop, on stage, or with the digital teams that help tell the story of what the talented teams at ILM do.

David was often tasked with going on set to shoot reference photography of wardrobe, props, and the actors themselves, in the process of making and cataloging thousands of images that would be used by artists back at the studio to recreate the clothing, objects, and people down to the smallest detail. On set he was the consummate professional and possessed a quiet demeanor that managed to make his sense of humor all the funnier when his dry wit would come through.

Texture Supervisor and frequent collaborator of David’s, Jean Bolte, shared, “Some of us at ILM do work that ends up on the screen. We all strive to make it look as good as possible. If we succeed, it’s due in large part to those who have worked hard behind the scenes to make it happen. David Owen was one of those people,” she continued, “over the years I watched him shoot calmly and professionally, photographing reference on everything from the inside of a dumpster, to live bats, to actors such as Arnold Schwarzenegger. After he set his lights and triple-checked his equipment, there was a story to tell, keeping us entertained. Thanks, Dave, you made us look good.“

It is with great sorrow that we say goodbye to David but we know that his work lives on in the images he made and those and will continue to inspire for generations to come.

Long before the precision of computer-aided design and the perfection afforded by 3D printing, there was Ira Keeler. In the world of special effects miniatures and modelmaking, Ira stood out as a master craftsperson possessing the uncanny ability to sculpt even the most complex shapes from a block of solid wood with near-perfect symmetry. He could often be found at his work table in the model shop chewing on his pipe, wood shavings piled ankle-deep around him as his hand traced the surface of the curve of an aircraft fuselage or the cockpit of formula one racer, seemingly able to detect the most minute fluctuation in surface detail. From his tools, he’d grab a tiny block plane, a chisel, an X-acto, and a piece of sandpaper and methodically remove any excess material until his trained hands could no longer detect a variance.

Ira contributed to many, many films during his time with ILM. Joining the company in 1982, he sculpted such iconic vehicles as Doc Brown’s DMC-12 DeLorean for the Back to the Future trilogy, the X-2 aircraft for Space Cowboys, the saucer pattern for the Enterprise E for Star Trek: First Contact, and a host of others too numerous to mention. He contributed to the special effects magic of films such as three of the Star Trek series, The Rocketeer, Roger Rabbit, Always, the original Indiana Jones trilogy, Jurassic Park, Men in Black, and Starship Troopers, in addition to other projects such as commercials, and the original Star Tours attraction at the Disney Parks.

“More than anyone I’ve ever worked with, Ira had an innate talent for creating exacting patterns with a replication of detail down to the smallest element,” noted John Goodson who worked with Ira on numerous projects in the model shop over the years. “He had the capacity to understand three-dimensional space in a way few others do and not only that but he could replicate in any scale needed.”

ILM Visual Effects Supervisor Bill George who worked in the model shop aside Ira as a model maker for decades noted, “Ira was a master and all of us in the model shop were in awe of his skill. He could carve the most complex patterns out of wood and make it look effortless. Many of his patterns were kept and displayed after their initial use because they were so beautiful and impressive. He contributed so much to so many classic ILM model projects. Ira was a lovable gentleman with a sly sense of humor and a big heart.”

Ira’s artistry also left an indelible mark on a galaxy far, far away. For Star Wars: Return of the Jedi he not only sculpted but helped creatively interpret the designs for the Red Guards, numerous weapons, and some of the beloved spacecraft as well. He sculpted the Scout Trooper helmets with such precision that Lorne Peterson, longtime Model Shop Supervisor noted, “with the most basic of carving hand tools Ira could achieve sculpts and create patterns for us that would rival what others could do when given twice the time with all of our modern power tools at their disposal. It was really remarkable. He was a true artisan, and a quiet, kind soul that I’ll never forget.”

Ira’s contribution to Star Wars continued with his work on the prequel Episodes I and II after which he retired from the model shop and dove headlong into passion projects and hobbies such as, designing and hand-crafting beautiful model rockets and restoring model trains to absolute perfection for collectors the world over.

To know Ira was to love Ira. His generosity in sharing his craft and his decades of experience with any artist that showed interest was a hallmark of what made and continues to make ILM, ILM. Ira’s DNA, like so many amazingly talented individuals who have done some of their life’s best work at ILM, continues to touch every project the studio contributes to, and for that, we are honored. Ira is survived by his wife Joy, their two children Dawn and Shawn, and grandchildren Jessica and Matthew and will be missed dearly.

For the second season of Lucasfilm’s hit Disney+ series, The Mandalorian, Industrial Light & Magic reengineered their StageCraft virtual production platform rolling out version 2.0 in which ILM introduced among other things, Helios, Industrial Light & Magic’s first cinematic render engine designed for real-time visual effects. Engineered from the ground up with film and television production in mind, Helios offers incredible performance, high fidelity real-time ray tracing, the ability to rip through scenes of unparalleled complexity, all while leveraging ILM’s unrivaled color science, and was designed from the start to work seamlessly with ILM StageCraft.

The purpose-built, production-hardened platform allows filmmakers to explore new ideas, communicate concepts, and execute shots in a collaborative and flexible production environment.

Check out the featurette on our YouTube channel.

“I strive to make it easier to innovate — to create a supportive environment for groundbreaking creativity and excellence in production,” explains Janet Lewin, SVP and general manager of Industrial Light & Magic.

Formerly vice president of Visual Effects at Lucasfilm, Lewin has spent a combined 26-years at the two companies. She currently oversees the visual effects and StageCraft business at Lucasfilm as well as ILM’s five studios, focusing primarily on operations and production. Lewin is an experienced executive and producer with numerous credits to her name, most recently serving as a producer on both seasons of Lucasfilm’s ground-breaking hit series, The Mandalorian for Disney+.
A graduate of Boston University with a degree in PR and Mass Communications, Lewin explains, “I always knew I wanted to work in film and entertainment.” She recalls being mesmerized by the visual effects work she saw in Terminator 2: Judgment Day, “I remember watching it and I just couldn’t understand how T-1000 walked through the bars in the psychiatric hospital. I was so taken by what I had seen that I watched all the behind the scenes and that’s where I learned about ILM, Dennis Muren and what his team had created.”

In 1994, she was hired as a temporary assistant in ILM’s purchasing department. “The job consisted mostly of filing purchase orders,” she recalls. “But it was my first real exposure to filmmaking and visual effects at the same time. All the brilliant people and incredible projects at ILM hit the sweet spot for my interest in production, innovation, and the business of filmmaking.”

Lewin spent the next two decades of her career at ILM working her way up the ranks to ultimately become Global Head of Production in 2010. In 2013, she moved to Lucasfilm to oversee Visual Effects for the newly rebooted Production studio, at the same time serving as the overall visual effects producer on all of the new Star Wars films, collaborating with directors such as JJ Abrams, Rian Johnson, Gareth Edwards, and Ron Howard over the next seven years. “It was a fantastic opportunity for me to partner directly with filmmakers and gain studio-side knowledge and empathy for that side of the coin,” she mentions.

That experience, combined with her vast tenure at ILM, positioned her well to take on this new adventure as GM at ILM, partnering with ILM Chief Creative Officer, Rob Bredow, to run the global organization. “I’m mostly excited about the incredible talent we have at ILM, the innovative StageCraft technology, our entree into episodic work with our amazing television division, ILM TV, and the diverse content on the horizon – not only from Lucasfilm, but from all of our clients. We are in a unique position to push the boundaries of what’s possible in real-time visual effects, immersive entertainment, and animated features, while we continue to innovate and grow our capabilities with regard to our traditional effects work.”

On her collaboration with Bredow, Lewin says, “We work just like a visual effects producer and supervisor but on a much larger scale. I focus more on how to execute the business and shows successfully while Rob’s focus is more on innovation and technology. We have a similar aptitude for driving projects and passion for the business that overlap in both areas, so combined with our different experiences and styles, that makes for a great partnership.”

“So often ILM is on the bleeding edge in terms of developing technologies that go on to change how stories can be told — and never has that been more true than with StageCraft,” explains Lewin. Originally developed with inspiration from Jon Favreau for The Mandalorian, ILM StageCraft is a suite of virtual production tools that encompass all aspects of production from design, scouting, and previsualization in the virtual art department to principal photography on ILM’s StageCraft LED volumes. The system proved to be a gamechanger on season one of The Mandalorian and since have been used on feature films, music videos and commercials. 

ILM isn’t resting on its laurels, the team took everything they learned on season one and combined that with 45-years of filmmaking and visual effects experience and reengineered StageCraft from the ground up for season two of the series. “We identified all of the shortcomings in the system and areas where we needed more flexibility and enhanced functionality, designing StageCraft 2.0 with filmmaking and production needs at its core.” notes Lewin. 
Lewin credits many of her role models and mentors, including Lynwen Brennan, General Manager, Lucasfilm, for setting great examples. “I’ve kept an eagle eye on the way Lynwen leads, how inclusive she is and how unflappable. She is always approachable and makes people feel welcome… a real creative problem-solver and I admire that.”

With a Player-Coach leadership style, Lewin explains, “I like to be part of solving problems, being in the trenches and supporting my teams so they can do their best. I don’t communicate a broad vision and then expect everyone to just figure it out.” Lewin continues adding, “I’ve grown into someone who tries to be curious as a leader, really engage with stakeholders and I try to inspire the people who are going to be the ones to make the change.” She makes clear, “I do have a strong point of view but I want to also be open, and allow the best idea to get elevated.”

Lewin, who feels strongly about bringing on a diverse workforce and creating an inclusive environment, is also a part of Lucasfilm and ILM’s Diversity, Inclusion, and Belonging team, helping executive initiatives both internally and externally. “The work we are doing through our employee resource groups is providing more connection points to different people within different communities. It really benefits the work we do – to have a welcoming and inclusive environment for diverse storytellers, production, creatives, and executives – it makes us bring our ‘A’ game because we all feel seen and recognized as individuals.” Lewin adds, “We care for each other and want to make sure everyone is thriving.”

One thing is clear, with Lewin and Bredow at the helm, we’re sure to see great things from the company for many years to come.