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.
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 beloved Disney character can now interact with fans in a whole new way.
By Patrick Doyle
When Lilo & Stitch (2025) returned to the spotlight with its recent live action release, fans were treated to more than just a nostalgic trip to Hawaii, they got to interact with Stitch himself in real life.
In a groundbreaking collaboration between Industrial Light & Magic, the Walt Disney Studios, and Skywalker Sound, audiences around the world experienced a completely new way to interact with Stitch. Fans can now go behind the scenes of this unforgettable moment with a newly released making-of video that showcases the magic behind the real-time Stitch activation.
Making Magic in Real Time
“This wasn’t just about showcasing technology,” said Alyssa Finley, executive producer of the real-time Stitch experience at ILM. “It was about deepening the connection between fans and a character they love. Seeing people dance with Stitch and ask him questions live was pure joy.”
From the moment real-time Stitch hit Disney Studios’ TikTok and Instagram accounts, it was clear something special was happening. In the days leading up to the premiere, Stitch engaged with fans in real-time, offering shoutouts, surprise cameos, and plenty of chaotic dance-offs that made waves across social media.
But the fun didn’t stop there. Stitch also made an appearance at the film’s press junket, chatting (yes, chatting!) with reporters from around the globe and generating viral clips that quickly spread online.
A Blue Carpet Experience to Remember
At the Lilo & Stitch premiere in Los Angeles, fans and celebrities alike had the chance to interact with Stitch live. Whether it was asking him questions, dancing together, or witnessing his signature mischief, the experience felt spontaneous, playful and, most importantly, real.
All of this was powered by ILM’s cutting-edge performance capture and real-time animation pipeline, seamlessly integrated with support from Disney Studios and the brilliant audio minds at Skywalker Sound.
“Stitch has always held a special place in the hearts of fans around the world,” said Jason Eskin, vice president of marketing at Disney Studios. “Seeing fans light up when Stitch talked to them in real life was a reminder of why we create these moments. It was truly Disney magic, made possible through ILM’s incredible innovation.”
Bring Stitch Home
Lilo & Stitch is now available on digital and will be released on Blu-ray on Aug. 26. Whether you’re revisiting the story or experiencing it for the first time, there’s never been a better moment to fall in love with Stitch all over again.
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Patrick Doyle is a senior publicity manager at Industrial Light & Magic.
Teams from across ILM’s global studios are recognized for their innovative work for television this past year.
Among the 14 nominations for the second season of Lucasfilm’s Andorseries on Disney+, ILM and their collaborators have earned one for “Special Visual Effects in a Season or a Movie.” The nominees include production visual effects supervisor Mohen Leo, visual effects producer TJ Falls, special effects supervisor Luke Murphy, creature effects and droid supervisor Neal Scanlan, ILM visual effects supervisor Scott Pritchard, Hybride visual effects supervisor Joseph Kasparian, Scanline visual effects supervisor Sue Row, MidasVFX visual effects supervisor Paolo D’Arco, and digital colorist Jean-Clément Soret.
Alongside the Andor nomination for “Special Visual Effects in a Season or a Movie” is season two of The Lord of the Rings: The Rings of Power on Amazon Prime. The nominees among ILM artists and their partners include production visual effects supervisor Jason Smith, visual effects producer Tim Keene, visual effects producer Ann Podlozny, visual effects co-producer James Yeoman, ILM visual effects supervisor Daniele Bigi, DNEG visual effects supervisor Greg Butler, Rodeo FX visual effects supervisor Ara Khanikian, The Yard visual effects supervisor Laurens Ehrmann, and special effects supervisor Ryan Conder.
Earning a nomination for “Special Visual Effects in a Single Episode” is the premiere entry from season two of the Apple TV+ series Severance, “Hello, Ms. Cobel.” The nominated ILM artists and their collaborators include production visual effects supervisor Eric Leven, production visual effects producer Sean Findley, ILM visual effects associate supervisor Shawn Hillier, ILM visual effects associate supervisor Radost Ridlen, ILM environments lead Martin Kolejak, ILM producer Brian Holligan, ESE visual effects supervisor Alex Lemke, ESE visual effects supervisor Michael Huber, and on-set visual effects supervisor Djuna Wahlrab.
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
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.
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.
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.”
(Credit: ILM & Marvel).
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.”
(Credit: ILM & Marvel).
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.”
(Credit: ILM & Marvel).
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).
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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.
Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One.
By Jay Stobie
Visual effects supervisor John Knoll (right) confers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM).
Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contact (1996) andRogue One: A Star Wars Story (2016) propelled their respective franchises to new heights. WhileStar Trek Generations (1994) welcomed Captain Jean-Luc Picard’s (Patrick Stewart) crew to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk (William Shatner). Similarly, though Rogue One immediately preceded the events ofStar Wars: A New Hope (1977), it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story (2018), The Mandalorian (2019-23), Andor (2022-25), Ahsoka (2023), The Acolyte (2024), and more.
The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif.
A final frame from the Battle of Scarif in Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm).
A Context for Conflict
In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design.
On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Erso (Felicity Jones) and Cassian Andor (Diego Luna) and the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival.
From Physical to Digital
By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical models (many of which were built by ILM) for its features was gradually giving way to innovative computer graphics (CG) models, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001.
Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer atAmerican Cinematographer’s TheASC.com.
However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.”
John Knoll (second from left) confers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM).
Legendary Lineages
In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.”
Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in theDesigning Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet.
While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got from [equipment vendor] VER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.”
The U.S.S. Enterprise-E in Star Trek: First Contact (Credit: Paramount).
Familiar Foes
To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generation (1987) and Star Trek: Deep Space Nine (1993), creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin.
As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.”
Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope andStar Wars: The Empire Strikes Back (1980), respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.”
A final frame from Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm).
Forming Up the Fleets
In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics.
Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs (the MC75 cruiser Profundity and U-wings), live-action versions ofStar WarsRebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples (Nebulon-B frigates, X-wings, Y-wings, and more). These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’s (Carrie Fisher and Ingvild Deila) personal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography…
Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized.
Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm).
Tough Little Ships
The Federation and Rebel Alliance each deployed “tough little ships” (an endearing description Commander William T. Riker [Jonathan Frakes] bestowed upon the U.S.S. Defiant in First Contact) in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001!
Exploration and Hope
The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire.
The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope?
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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.
ILM teams with Ben Stiller and Apple TV+ to bring thousands of seamless visual effects shots to the hit drama’s second season.
By Clayton Sandell
There are mysterious and important secrets to be uncovered in the second season of the wildly popular Apple TV+ series Severance (2022-present).
About 3,500 of them are hiding in plain sight.
That’s roughly the number of visual effects shots helping tell the Severance story over 10 gripping episodes in the latest season, a collaborative effort led by Industrial Light & Magic.
ILM’s Eric Leven served as the Severance season two production visual effects supervisor. We asked him to help pull back the curtain on some of the show’s impressive digital artistry that most viewers will probably never notice.
“This is the first show I’ve ever done where it’s nothing but invisible effects,” Leven tells ILM.com. “It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.”
With so many season two shots to choose from, Leven helped us narrow down a list of his favorite visual effects sequences to five. (As a bonus, we’ll also dive into an iconic season finale shot featuring the Mr. Milchick-led marching band.)
Before we dig in, a word of caution. This article contains plot spoilers for Severance. (And in case you’re already wondering: No, the goats are not computer-graphics.)
Severance tells the story of Mark Scout (Adam Scott), department chief of the secretive Severed Floor located in the basement level of Lumon Industries, a multinational biotech corporation. Mark S., as he’s known to his co-workers, heads up Macrodata Refinement (MDR), a department where employees help categorize numbers without knowing the true purpose of their work.
Mark and his team – Helly R. (Britt Lower), Dylan G. (Zach Cherry), and Irving B. (John Turturro), have all undergone a surgical procedure to “sever” their personal lives from their work lives. The chip embedded in their brains effectively creates two personalities that are sometimes at odds: an “Innie” during Lumon office hours and an “Outie” at home.
“This is the first show I’ve ever done where it’s nothing but invisible effects. It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.”
Eric Leven
1. The Running Man (Episode 201: “Hello, Ms. Cobel”)
The season one finale ends on a major cliffhanger. Mark S. learns that his Outie’s wife, Gemma – believed killed in a car crash years ago – is actually alive somewhere inside the Lumon complex. Season two opens with Mark S. arriving at the Severed Floor in a desperate search for Gemma, who he only knows as her Innie persona, Ms. Casey.
The fast-paced sequence is designed to look like a single, two-minute shot. It begins with the camera making a series of rapid and elaborate moves around a frantic Mark S. as he steps out of the elevator, into the Severed Floor lobby, and begins running through the hallways.
“The nice thing about that sequence was that everyone knew it was going to be difficult and challenging,” Leven says, adding that executive producer and Episode 201 director, Ben Stiller, began by mapping out the hallway run with his team. Leven recommended that a previsualization sequence – provided by The Third Floor – would help the filmmakers refine their plan before cameras rolled.
“While prevising it, we didn’t worry about how we would actually photograph anything. It was just, ‘These are the visuals we want to capture,’” Leven says. “‘What does it look like for this guy to run down this hallway for two minutes? We’ll figure out how to shoot it later.’”
The previs process helped determine how best to shoot the sequence, and also informed which parts of the soundstage set would have to be digitally replaced. The first shot was captured by a camera mounted on a Bolt X Cinebot motion-control arm provided by The Garage production company. The size of the motion-control setup, however, meant it could not fit in the confined space of an elevator or the existing hallways.
“We couldn’t actually shoot in the elevator,” Leven says. “The whole elevator section of the set was removed and was replaced with computer graphics [CG].” In addition to the elevator, ILM artists replaced portions of the floor, furniture, and an entire lobby wall, even adding a reflection of Adam Scott into the elevator doors.
As Scott begins running, he’s picked up by a second camera mounted on a more compact, stabilized gimbal that allows the operator to quickly run behind and sometimes in front of the actor as he darts down different hallways. ILM seamlessly combined the first two Mark S. plates in a 2D composite.
“Part of that is the magic of the artists at ILM who are doing that blend. But I have to give credit to Adam Scott because he ran the same way in both cameras without really being instructed,” says Leven. “Lucky for us, he led with the same foot. He used the same arm. I remember seeing it on the set, and I did a quick-and-dirty blend right there and thought, ‘Oh my gosh, this is going to work.’ So it was really nice.”
The action continues at a frenetic pace, ultimately combining ten different shots to complete the sequence.
“We didn’t want the very standard sleight of hand that you’ve seen a lot where you do a wipe across the white hallway,” Leven explains. “We tried to vary that as much as possible because we didn’t want to give away the gag. So, there are times when the camera will wipe across a hallway, and it’s not a computer graphics wipe. We’d hide the wipe somewhere else.”
A slightly more complicated illusion comes as the camera sweeps around Mark S. from back to front as he barrels down another long hallway. “There was no way to get the camera to spin around Mark while he is running because there’s physically not enough room for the camera there,” says Leven.
To capture the shot, Adam Scott ran on a treadmill placed on a green screen stage as the camera maneuvered around him. At that point, the entire hallway environment is made with computer graphics. Artists even added a few extra frames of the actor to help connect one shot to the next, selling the illusion of a single continuous take. “We painted in a bit of Adam Scott running around the corner. So if you freeze and look through it, you’ll see a bit of his heel. He never completely clears the frame,” Leven points out.
Leven says ILM also provided Ben Stiller with options when it came to digitally changing up the look of Lumon’s sterile hallways: sometimes adding extra doors, vents, or even switching door handles. “I think Ben was very excited about having this opportunity,” says Leven. “He had never had a complete, fully computer graphics version of these hallways before. And now he was able to do things that he was never able to do in season one.”
(Credit: Apple TV+).
2. Let it Snow (Episode 204: “Woe’s Hollow”)
The MDR team – Mark, Helly, Dylan, and Irving – unexpectedly find themselves in the snowy wilderness as part of a two-day Lumon Outdoor Retreat and Team-Building Occurrence, or ORTBO.
Exterior scenes were shot on location at Minnewaska State Park Preserve in New York. Throughout the ORTBO sequence, ILM performed substantial environment enhancements, making trees and landscapes appear far snowier than they were during the shoot. “It’s really nice to get the actors out there in the cold and see their breath,” Leven says. “It just wasn’t snowy during the shoot. Nearly every exterior shot was either replaced or enhanced with snow.”
For a shot of Irving standing on a vast frozen lake, for example, virtually every element in the location plate – including an unfrozen lake, mountains, and trees behind actor John Turturro – was swapped out for a CG environment. Wide shots of a steep, rocky wall Irving must scale to reach his co-workers were also completely digital.
Eventually, the MDR team discovers a waterfall that marks their arrival at a place called Woe’s Hollow. The location – the state park’s real-life Awosting Falls – also got extensive winter upgrades from ILM, including much more snow covering the ground and trees, an ice-covered pond, and hundreds of icicles clinging to the rocky walls. “To make it fit in the world of Severance, there’s a ton of work that has to happen,” Leven tells ILM.com.
(Credit: Apple TV+).
3. Welcome to Lumon (Episode 202: “Goodbye, Mrs. Selvig” & Episode 203: “Who is Alive?”)
The historic Bell Labs office complex, now known as Bell Works in Holmdel Township, New Jersey, stands in as the fictional Lumon Industries headquarters building.
Exterior shots often underwent a significant digital metamorphosis, with artists transforming areas of green grass into snow-covered terrain, inserting a CG water tower, and rendering hundreds of 1980s-era cars to fill the parking lot.
“We’re always adding cars, we’re always adding snow. We’re changing, subtly, the shape and the layout of the design,” says Leven. “We’re seeing new angles that we’ve never seen before. On the roof of Lumon, for example, the air conditioning units are specifically designed and created with computer graphics.”
In real life, the complex is surrounded by dozens of houses, requiring the digital erasure of entire neighborhoods. “All of that is taken out,” Leven explains. “CG trees are put in, and new mountains are put in the background.”
Episodes 202 and 203 feature several night scenes shot from outside the building looking in. In one sequence, a camera drone flying outside captured a long tracking shot of Helena Eagan (Helly R.’s Outie) making her way down a glass-enclosed walkway. The building’s atrium can be seen behind her, complete with a massive wall sculpture depicting company founder Kier Eagan.
“We had to put the Kier sculpture in with the special lighting,” Leven reveals. “The entire atrium was computer graphics.” Artists completed the shot by adding CG reflections of the snowy parking lot to the side of the highly reflective building.
“We have to replace what’s in the reflections because the real reflection is a parking lot with no snow or a parking lot with no cars,” explains Leven. “We’re often replacing all kinds of stuff that you wouldn’t think would need to be replaced.”
Another nighttime scene shot from outside the building features Helena in a conference room overlooking the Lumon parking lot, which sits empty except for Mr. Milchick (Tramell Tillman) riding in on his motorcycle.
“The top story, where she is standing, was practical,” says Leven, noting the shot was also captured using a drone hovering outside the window. “The second story below her was all computer graphics. Everything other than the building is computer graphics. They did shoot a motorcycle on location, getting as much practical reference as possible, but then it had to be digitally replaced after the fact to make it work with the rest of the shot.”
(Credit: Apple TV+).
4. Time in Motion (Episode 207: “Chikhai Bardo”)
Episode seven reveals that MDR’s progress is being monitored by four dopplegang-ish observers in a control room one floor below, revealed via a complex move that has the camera traveling downward through a mass of data cables.
“They built an oversize cable run, and they shot with small probe lenses. Visual effects helped by blending several plates together,” explains Leven. “It was a collaboration between many different departments, which was really nice. Visual effects helped with stuff that just couldn’t be shot for real. For example, when the camera exits the thin holes of the metal grate at the bottom of the floor, that grate is computer graphics.”
The sequence continues with a sweeping motion-control time-lapse shot that travels around the control-room observers in a spiral pattern, a feat pulled off with an ingenious mix of technical innovation and old-school sleight of hand.
A previs sequence from The Third Floor laid out the camera move, but because the Bolt arm motion-control rig could only travel on a straight track and cover roughly one-quarter of the required distance, The Garage came up with a way to break the shot into multiple passes. The passes would later be stitched together into one seemingly uninterrupted movement.
The symmetrical set design – including the four identical workstations – helped complete the illusion, along with a clever solution that kept the four actors in the correct position relative to the camera.
“The camera would basically get to the end of the track,” Leven explains. “Then everybody would switch positions 90 degrees. Everyone would get out of their chairs and move. The camera would go back to one, and it would look like one continuous move around in a circle because the room is perfectly symmetrical, and everything in it is perfectly symmetrical. We were able to move the actors, and it looks like the camera was going all the way around the room.”
The final motion-control move switches from time-lapse back to real time as the camera passes by a workstation and reveals Mr. Drummond (Ólafur Darri Ólafsson) and Dr. Mauer (Robby Benson) standing behind it. Leven notes that each pass was completed with just one take.
5. Mark vs. Mark (Episode 210: “Cold Harbor”)
The Severance season two finale begins with an increasingly tense conversation between Innie Mark and Outie Mark, as the two personas use a handheld video camera to send recorded messages back and forth. Their encounter takes place at night in a Lumon birthing cabin equipped with a severance threshold that allows Mark S. to become Mark Scout each time he steps outside and onto the balcony.
The cabin set was built on a soundstage at York Studios in the Bronx, New York. The balcony section consisted of the snowy floor, two chairs, and a railing, all surrounded by a blue screen background. Everything else was up to ILM to create.
“It was nice to have Ben’s trust that we could just do it,” Leven remembers. “He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’”
Artists filled in the scene with CG water, mountains, and moonlight to match the on-set lighting and of course, more snow. As Mark Scout steps onto the balcony, the camera pulls back to a wide shot, revealing the cabin’s full exterior. “They built a part of the exterior of the set. But everything other than the windows, even the railing, was digitally replaced,” Leven says.
“It was nice to have Ben [Stiller’s] trust that we could just do it. He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’”
Eric Leven
Bonus: Marching Band Magic (Episode 210: “Cold Harbor”)
Finally, our bonus visual effects shot appears roughly halfway through the season finale. To celebrate Mark S. completing the Cold Harbor file, Mr. Milchick orders up a marching band from Lumon’s Choreography and Merriment department. Band members pour into MDR, but Leven says roughly 15 to 20 shots required adding a few more digital duplicates. “They wanted it to look like MDR was filled with band members. And for several of the shots there were holes in there. It just didn’t feel full enough,” he says.
In a shot featuring a God’s-eye view of MDR, band members hold dozens of white cards above their heads, forming a giant illustration of a smiling Mark S. with text that reads “100%.”
“For the top shot, we had to find a different stage because the MDR ceiling is only about eight feet tall,” recalls Leven. “And Ben really pushed to have it done practically, which I think was the right call because you’ve already got the band members, you’ve made the costumes, you’ve got the instruments. Let’s find a place to shoot it.”
To get the high shot, the production team set up on an empty soundstage, placing signature MDR-green carpet on the floor. A simple foam core mock-up of the team’s desks occupied the center of the frame, with the finished CG versions added later.
Even without the restraints of the practical MDR walls and ceiling, the camera could only get enough height to capture about 30 band members in the shot. So the scene was digitally expanded, with artists adding more green carpet, CG walls, and about 50 more band members.
“We painted in new band members, extracting what we could from the practical plate,” Leven says. “We moved them around; we added more, just to make it look as full as Ben wanted.” Every single white card in the shot, Leven points out, is completely digital.
(Credit: Apple TV+).
A Mysterious and Important Collaboration
With fans now fiercely debating the many twists and turns of Severance season two, Leven is quick to credit ILM’s two main visual effects collaborators: east side effects and Mango FX INC, as well as ILM studios and artists around the globe, including San Francisco, Vancouver, Singapore, Sydney, and Mumbai.
Leven also believes Severance ultimately benefited from a successful creative partnership between ILM and Ben Stiller.
“This one clicked so well, and it really made a difference on the show,” Leven says. “I think we both had the same sort of visual shorthand in terms of what we wanted things to look like. One of the things I love about working with Ben is that he’s obviously grounded in reality. He wants to shoot as much stuff real as possible, but then sometimes there’s a shot that will either come to him late or he just knows is impractical to shoot. And he knows that ILM can deliver it.”
Clayton Sandell is a Star Wars author and enthusiast, TV storyteller, and a longtime fan of the creative people who keep Industrial Light & Magic and Skywalker Sound on the leading edge of visual effects and sound design. Follow him on Instagram (@claytonsandell) Bluesky (@claytonsandell.com) or X (@Clayton_Sandell).
On this day in 1975, Industrial Light & Magic was officially signed into existence by George Lucas.
By Lucas O. Seastrom
ILM’s original crew for Star Wars: A New Hope (1977) poses in the front lot of their original studio (Credit: ILM & Lucasfilm).
50 years ago today on May 28, 1975, George Lucas signed a legal certificate issuing his formal shares of stock ownership in a new company: Industrial Light & Magic. It’s likely the founder affixed his signature without pomp or ceremony. There was too much to do. ILM, as it would come to be known for short, had less than two years to build a visual effects studio from scratch and create nearly 400 shots in a new space fantasy film called Star Wars.
By that time in late May, Lucas had hired John Dykstra to supervise the film’s visual effects. The director had an audacious vision for creating dynamic images of spaceships dogfighting with each other. Lucas wanted the camera to move with the ships, as if the camera operators were up there to capture the action by hand. The idea broke many of the traditional rules in visual effects that typically required locked off cameras to allow for separate elements to be carefully blended together.
Visual effects supervisor John Dykstra poses on the stage next to a TIE fighter miniature (Credit: ILM & Lucasfilm).
John Dykstra was practically the only effects artist in Hollywood willing to buy into Lucas’s plans on the existing terms. He’d gained experience with the type of equipment that would be needed to realize the elaborate shots of custom-built miniatures. Dykstra was also a free thinker with a sense of adventure. There were only a handful of effects companies still operating, and none at a major studio. Most balked at the proposal, decrying its limited budget, tight schedule, and seemingly unattainable goals. So Dykstra was tasked with establishing a new operation.
Lucas was a Northern Californian and planned to base the editorial side of post-production near his San Francisco Bay Area home. He wanted to do the same for visual effects. Dykstra argued otherwise, deciding to keep the new facility in Southern California where he had access to a network of talent and close proximity to third party film processing labs. So it was at some point in late May that Dykstra located and then leased a warehouse in Van Nuys, one of a number of towns that sprawled across the San Fernando Valley, a ways north of Hollywood proper, and conveniently removed from the overbearing presence of the established studios.
Located in an industrial park on Valjean Avenue, just a block from the south end of the Van Nuys Airport, ILM rented a building for $2,300 a month from owner Bill Hanna. It was two stories, made largely of stacked cinder blocks, with a large asphalt lot in front. Inside were a handful of unfurnished offices and open warehouse space with high ceilings ideal for hanging lights. Early on, Dykstra would drive his motorcycle through the building, leaving skid marks on the floor. It was often oppressively hot, even more so once the tungsten film lights were switched on, and Dykstra initially planned to construct a pool onsite, but later compromised with a cold tub that could hold multiple people.
The exterior of ILM’s original studio in Van Nuys, CA. An explosion on the surface of the Death Star is photograped in the foreground (Credit: ILM & Lucasfilm).
“It just popped into my head,” Lucas would recall about the name “Industrial Light & Magic.” “We were sitting in an industrial park and using light to create magic. That’s what they were going to do.”
Initially, Dykstra worked out of Lucasfilm’s offices in a bungalow on the Universal Studios lot, a few minutes drive from Van Nuys. Soon he’d moved to Valjean, working off the floor before furniture was acquired. He was busy recruiting. By early June, modelmakers Grant McCune and Bill and Jamie Shourt were hired, as were production manager Bob Shepherd, technician Jerry Greenwood, first cameraman Richard Edlund, electronics designer Al Miller, and machinists Richard Alexander and Don Trumbull.
As former Lucasfilm executive editor J.W. Rinzler would note in The Making of Star Wars, “They all knew one another and had worked together before.” They’d worked on feature films with Douglas Trumbull (son of Don), or on commercials and other projects with Robert Abel and Associates. A later group would come from another commercial house, Cascade Pictures. Others came straight from universities where they’d studied everything from animation to industrial design. They brought with them aspects of the culture and methodology from these other places, together making something new and unique.
Optical composite photography supervisor Robert Blalack’s Praxis Printer is loaded into the new ILM space (Credit: ILM & Lucasfilm).A view of one of ILM’s shooting stages in the rear of the original Van Nuys studio (Credit: ILM & Lucasfilm).
Before anything else could happen, the Valjean warehouse needed to be converted into production space and workshops. Over six weeks into the summer, they first taped out sections and then constructed the designated areas themselves. On the first floor would be the optical and rotoscope departments, a model shop, machine shop, wood shop, two shooting stages in the rear, and production offices in the front. Upstairs would be home to the animation department, editorial, a screening room, and the art department.
By July, optical composite photography supervisor Robert Blalack and animation and rotoscope supervisor Adam Beckett had been hired, as had a sound recordist and designer who would use ILM’s space as a sometime home base, Ben Burtt. By early August, artist Joe Johnston was setting up the art department (concept artists Colin Cantwell and Ralph McQuarrie had started much earlier, but each worked from home). Within a few months, a dozen people were on board, many of them attracted to join the project out of admiration for George Lucas, whose American Graffiti (1973) had made waves upon its release two years before.
The second floor art department, with storyboard and concept artist Joe Johnston working at a desk in the background as modelmaker Paul Huston looks on (Credit: ILM & Lucasfilm).Film control coordinator Mary Lind in the upstairs editorial department (Credit: ILM & Lucasfilm).
The spaces were ready by mid-summer, but ILM’s work had only just begun. It would take them nearly a year to successfully design and construct an entire visual effects facility and workflow, including miniatures, motion-control camera systems, optical printers, animation cameras, and blue screens. “There’s a significant difference between coming up with a good idea and executing it,” Dykstra would say. ILM’s initial budget was roughly $1.2 million. Although time was of the essence to build the various equipment, distributor 20th Century Fox was slow to provide any initial funds ahead of the main shoot, which would commence in the spring of 1976. So for much of its first year, ILM operated with George Lucas’s personal finances, thanks to the momentous commercial success of American Graffiti.
Former ILM general manager Thomas G. Smith would explain in his 1986 book, The Art of Special Effects, how “Outside, it looked like all the other industrial-style buildings in the valley. Inside, it was staffed with very young technicians, some barely out of college, few over 30, some even under 20 years old…. The doors at ILM were open 24 hours a day; technicians and artists worked without regard to time clocks or job classifications. They were children of the ’60s, and many rebelled against authority figures and traditional work rules. There were no dress codes and no specified work hours; designers built models, and modelmakers ran cameras. But there was a strong esprit de corps and feeling of purpose in the building…. The involvement was with the cause rather than with the money; somehow the group felt they were a part of something really important.”
John Dykstra inspects miniatures of X-wings, TIE fighters, and Y-wings (Credit: ILM & Lucasfilm).The first floor model shop in ILM’s original Van Nuys, CA studio (Credit: ILM & Lucasfilm).
What this group was about to accomplish in less than two years was anything but certain that late spring of 1975. If anything, it was “a long shot,” as Dykstra himself would admit. “It was very, very hard to say specifically what was and what wasn’t going to work before we built it,” he told Cinefantastique in 1977. “So we just had to take a shot at it and all I could do was bluff it and say, ‘Oh yeah, everything’s gonna be fine!’”
As would become the defining element of ILM’s success and endurance, it was the people who made all the difference. “It would be very hard to do Star Wars just by setting up an independent facility unless you had the personnel to do it,” Dykstra said. “The people who designed the equipment and constructed it made it all happen. Not only was it independent of studios but the people who were doing it are the best people in the industry right now.”
What began quietly with a handful of people in a hot, mostly empty warehouse would ultimately do the impossible, not just in the sense of its accomplishments on screen or the resulting accolades, but in its ability to grow, adapt, and continue innovating time and again. That story continues today at the company’s studios around the world. Though ILM has long since outgrown its original warehouse, it still attracts the same intrepid, curious people who bring their passion for image-making and problem-solving to multiple art forms.
Watch ILM’s new celebratory reel in honor of the company’s 50th anniversary:
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Lucas O. Seastrom is the editor of ILM.com and a contributing writer and historian for Lucasfilm.