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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) and Rogue One: A Star Wars Story (2016) propelled their respective franchises to new heights. While Star 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 of Star 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 at American 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 the Designing 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 and Star 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 of Star Wars Rebels 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?

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.”

Hear more about Severance from Eric Leven and production designer Jeremy Hindle on Lighter Darker: The ILM Podcast.

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.


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 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.”


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:

Lucas O. Seastrom is the editor of ILM.com and a contributing writer and historian for Lucasfilm.

Read more on the ILM.com Newsroom.

Watch Light & Magic on Disney+.

The Lord of the Rings: The Rings of Power wins for Special, Visual & Graphic Effects in Season 2 of the Amazon MGM Studios series.

This past weekend, the British Academy of Film and Television Arts hosted the 2025 BAFTA Television Craft Awards, where The Lord of the Rings: The Rings of Power won for Special, Visual & Graphic Effects. ILM’s Jason Smith, who served as production visual effects supervisor, received the award alongside his collaborators Richard Bain, Ryan Conder, and Chris Rodgers. Watch their acceptance speech below:

ILM teams in London, Sydney, and the former studio in Singapore delivered over 500 visual effects shots to Rings of Power Season 2. Hubbed in London, the effort was led by ILM visual effects supervisor Daniele Bigi, visual effects producer Christine Lemon, and visual effects executive producer Lee Briggs. 

Congratulations to Jason and our ILM crew! 

Read more about ILM’s work on Rings of Power Season 2 right here on ILM.com.

Clothing and accessories featuring a new commemorative logo designed by Hoodzpah are available for purchase on Amazon.com.

By Mark Newbold

Actor Sam Witwer sports a new ILM 50th t-shirt at Star Wars Celebration Japan (Credit: Wes Ellis).

In a world of innovation, skill, and ingenuity, no company has shone as bright or lasted as long in its field as Industrial Light & Magic. First incorporated in May 1975, ILM has led the way in the realm of visual effects for half a century. This iconic brand is as much a marque of quality as “Music by John Williams,” “Conceptual Design by Ralph McQuarrie,” or “Directed by George Lucas.”

To celebrate the 50th anniversary (a first for any visual effects company) Hoodzpahthe team behind the ILM logo redesigns in 2023 — were asked to adapt their work for a fresh new ILM 50th logo, which is featured in a line of new merchandise recently unveiled at Star Wars Celebration Japan and now available on Amazon.com.

ILM.com had the opportunity to chat with the team about this exciting new project and how they decided on the tone for the 50th anniversary logo.

“When you work with a storied company like ILM, there is a wealth of visual inspiration and history to reference,” explains the Hoodzpah team, “so the hard part is narrowing in on one vision when there are so many ways you could take it. We cast a wide net and tried many different directions before landing on this retro-modern celebration that feels quintessentially ILM.”

ILM has an incredible history, not only with its groundbreaking work on-screen but also its branding, going back to the classic Michael Pangrazio-designed magician logo illustrated by Drew Struzan and through a variety of changes to today. Given that lineage, Hoozpah decided on the mix between the 2023 redesign and the ’70s-style piping in the new logo, a blend that marries ILM’s ’70s vintage with the modernity of the current branding.

“With an anniversary logo, you’re trying to balance two things: celebrating the history and accomplishments and legacy, but also reminding folks that there’s always more horizon to conquer,” Hoodzpah says. “This is just the first 50 years, and there’s so much more to come. Since the execution of the primary logo icon feels modern and intrepid, we wanted to embrace a ’70s vibe from the early ILM days. It felt so right as a nod to where it all started.”

In the world of marketing, there are numerous rules and tricks to designing a great logo that catches the eye and sits in the memory. With ILM and all the history that goes with it, there remains a need to find the right focus for such an emblem.

“When a logo really resonates, it’s because it feels true to the brand,” notes the Hoodzpah team. “There are so many styles and means of execution, but the question should always be, ‘What feels right for this brand?’ People love to look at trademark logo books with hundreds of logo icons shown on a white page. It’s inspiring to see all the styles of execution. But we’re always left wondering, ‘What’s the context?’ It’s not about a logo looking good in isolation because one is rarely used that way. It’s about a logo feeling perfect in context. It was the same for this project. We tested the 50th anniversary logo in key applications and then used it in a suite of anniversary merch designs as well.”

Collaboration is key in everything ILM does, from the core team pulling together on new projects to working hand-in-glove with vendors and creatives behind the films, TV shows, and immersive entertainment projects ILM works with. Given that, it was important for Hoodzpah to spitball ideas with the ILM team themselves because clearly they revel in the spirit of collaboration in the same way that ILM does.

“There’s a reason we didn’t end up choosing fine arts as a career path, even though we really loved it,” Hoodzpah explains. “We like working within the limitations of a prompt and pushing and flexing boundaries to see how far we can take it. Design is a team sport. We all get together and try to push this idea up the field. When we work with ILM, we are keenly aware that everyone we work with is a creative powerhouse in their own right. We’d be fools not to tap into that ‘creative brain trust,’ as [director of PR and communications] Greg Grusby calls it, and gather as many ideas and as much feedback as we can to make this logo as true to the ILM legacy as possible. After all, the people of ILM make ILM what it is. It’s like, why would we want just one violin when we could work with a full symphony orchestra?”

The work on the logo continued with the creation of distinct products now available in the new merchandise line.

“Taking the logo and spinning it off into 50th anniversary merch was so much fun,” Hoodzpah says. “The ILM crew were so game to dream big and really have fun with it. Each piece leans into a different vein of the ILM personality. We have a retro ’70s poster of a magician conjuring new worlds, which is what ILMers do every day. We celebrated all the innovation and milestones ILM has accomplished over 50 years in an infographic T-shirt. We even made custom-scented candles to celebrate the different departments and locations over the years. Our favorite is the Model Shop candle which has notes of sawdust and cedar. There’s truly something for everyone.”

With their work on the ILM logo, Hoozpah has become a key part of ILM’s identity and history, which makes the team proud.

“Getting to work with a cultural icon like ILM once was incredible,” they conclude. “Being trusted by such talented creatives to work with them again was even better. It’s great to be able to pick up where we left off, having already become embedded with the team and learning so much about the brand in our last project. Working on the rebrand was one of those bucket list jobs you continually remind yourself, ‘Wow, we really got to be a part of that.’ It felt like getting the band back together for the sequel.”

New apparel and a tumbler celebrating the 50th anniversary of Industrial Light & Magic are now available on Amazon.com.

Read more about ILM’s 50th anniversary, including a newly announced book, on ILM.com.

Light & Magic 
Season 2 is streaming now on Disney+
.

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.

ILM’s Sydney studio took on everything from digital creatures to CG environments for this adaptation of a beloved Disney Parks attraction.

By Lucas O. Seastrom

The Hatbox Ghost in Haunted Mansion.
The Hatbox Ghost, performed by Jared Leto. (Credit: Disney)

For nearly 40 years, Industrial Light & Magic has had a close relationship with Disney Parks. They have not only created visual effects for attractions themselves, from Captain EO and Star Tours in the 1980s to Star Wars: Rise of the Resistance and Guardians of the Galaxy: Cosmic Rewind in recent years, but have also worked on feature film adaptations of attractions such as Pirates of the Caribbean: Curse of the Black Pearl (2003) and Jungle Cruise (2021).

2023’s Haunted Mansion is another adaptation of a beloved attraction, which first premiered at Disneyland in 1969 and later at Walt Disney World in 1971. Director Justin Simien brought distinctly apt qualifications to the project, having worked as a Disneyland Resort cast member during his film school days at Chapman University. “Whenever I was in Disneyland, it was like being inside of a movie,” he tells ILM.com. “I would go on the rides over and over again, and I’d get chills in the same spots and catch my breath in the same places. I realized that this was cinema. It’s a theme park that’s physically happening around me, but the tools of the trade are the same.

“There’s production design, sound design, lighting, dialogue, character, and story,” Simien continues. “It sounds like something you’d say in a press interview, but it’s true – I remember going on The Haunted Mansion and Pirates of the Caribbean and thinking, ‘I need to figure out how to translate this to what I want to do as a filmmaker.’ Walt Disney and his artists brought us into these fantasy places. That’s the art. That’s the thing I needed to figure out. So for me, it all felt very complementary. Working at Disneyland was just another way of escaping into the movies.”

Simien’s approach to bringing Haunted Mansion to the screen was as complex as the vision of the attraction’s original creators. “I was really fascinated by the constant conversation that the Imagineers had about how scary it should be or how funny it should be,” Simien comments. “It was such an interesting way to make something unique. It’s not horror in the traditional sense. You’re not walking through a haunted house at Universal Horror Nights or something like that. But it’s not straightforward Disney either. It’s very subversive and there’s a lot of hidden, kind of dark stuff going on.”

Jamie Lee Curtis as Madame Leota approaches the Mansion’s front door with a bluescreen extension behind her.
 Jamie Lee Curtis as Madame Leota approaches the Mansion’s front door with a bluescreen extension behind her. (Credit: Justin Simien/Disney)

Simien and his team were able to visit the Disneyland Haunted Mansion in the off-hours, where current Imagineers helped them to understand its distinct narrative brilliance. “When you’ve made your way up through the Mansion, you’ve turned a corner, and you’re looking down into the dining room,” Simien explains. “All of the swirling dancing ghosts are there and ghost heads are coming out of the organ. It’s a culmination of all the different effects in the ride, the Pepper’s Ghost effect in particular. Even as an adult, when I know how it’s done, it takes my breath away. There are a couple of moments in the movie where we’re working from the same point of view. We pay homage. The ride has this build-up with specific timing and pacing.”

Simien took his cinematic leads from works in the 1980s and ‘90s, such as Ghostbusters (1984) and Little Shop of Horrors (1986) and the films of Tim Burton. He also went back to source material shared by the Disney Imagineers, including Robert Wise’s The Haunting from 1963. “There are so many parallels in the production design of that movie and the attraction,” he notes. “You see very subtle elements in our movie that are like that. There are slanted mirrors and shots where you look through a doorway and it’s a kind of off-angle. You get a claustrophobic ‘things are not right with the world’ feeling without really doing anything, just designing things a certain way.”

From a visual effects standpoint, Simien envisioned a mix of practical and digital techniques. “I wanted as many practical effects as I could get,” he says, “which I knew was always going to be a battle [laughs]. The movie is so fantastical. This wasn’t a typical horror movie where you hide the monster. It’s a Disney movie. There’s an expectation that you’ll get to see the ghosts. I wanted them to have a physicality, to be people in make-up and costumes moving on wires. We needed to ground the movie as much as possible in those things.”

ILM was one of multiple effects vendors on the project, and initially planned to contribute a modest sum of around 400 shots, overseen by Sydney-based visual effects supervisor Bill Georgiou and visual effects producer Arwen Munro. American-born, Georgiou spent nearly 15 years at Rhythm & Hues, climbing the ranks from rotoscope artist to compositing supervisor and sequence supervisor. He later worked as the onset visual effects supervisor on the DisneyXD program, Mighty Med, before joining ILM and moving to Australia in October 2021.

Coincidentally, Georgiou was an apt choice for Haunted Mansion, having known production visual effects supervisor Edwin Rivera for many years at Rhythm & Hues, not to mention Justin Simien himself. They had met through a mutual friend, editor Phillip Bartell, who cut Simien’s Dear White People (2014), as well as Haunted Mansion. “Edwin is very supportive and collaborative,” Georgiou tells ILM.com. “At the beginning, we were doing mostly set extensions, which is pretty straightforward. I think that he and Justin were impressed by the level of photorealism we were able to achieve, especially with the Mansion. Every shot of the Mansion has some CG, including the grounds around it. Another vendor, DNEG, was also doing some interior work, and we’d help create the views out the windows.”

Initially, Georgiou’s Sydney team worked only with ILM’s former Singapore studio, which being closer in time zones, shared the same schedule. “ILM has the best of the best,” Georgiou says. “Everyone was an amazing collaborator and shared their opinions. It was very open.” Principal photography had taken place in Georgia back in the United States, where ILM’s Andrew Roberts acted as onset visual effects supervisor. Georgiou and Munro also made a visit to Los Angeles to meet directly with the client, something Georgiou describes as essential to their continued partnership as the workload grew unexpectedly.

Reshoots would require further effects work involving an elaborate scene at the movie’s climax, where Ben (LaKeith Stanfield) confronts the villainous Hatbox Ghost (Jared Leto). “All of a sudden, we had more than twice as many shots as we started with,” Georgiou explains, “a CG human-like ghost character, and digi-doubles. It became an immense project, with over 1,000 shots. With a very short schedule, I think ILM knocked it out of the park. We had about 700 new shots, and Sydney became the hub for London, Vancouver, and San Francisco, as well as an additional vendor, Whiskytree. It became a global team. For my first real experience starting a project from the beginning at ILM, it was one of the best.

“When I first started on Stuart Little in 1998,” Georgiou continues, “one of the compositors who came in was R. Jay Williams, and he ended up being a senior compositor on Haunted Mansion [out of ILM San Francisco]. He had taught me so many things as a young roto artist, one of which was how to be nice to everybody. He always said hello and goodbye to everybody, one of the nicest, classiest people I’ve met in the industry, and I was able to finally tell him that on this project. It was so cool.”

During principal photography, a large portion of the Mansion was constructed as a physical set. “Mentally, psychologically, it was important to have a real mansion to shoot in,” Simien explains. “We could all get used to that physical space.” Other portions of the house incorporated bluescreen, including the sequence when Ben enters the ghost realm, a sort of alternate dimension within the Mansion where the hallways shift and rotate. This was amongst the work ILM received in the additional batch.

Actors Chase Dillon (left) and LaKeith Stanfield onset behind the first-floor exterior of the Mansion.
Actors Chase Dillon (left) and LaKeith Stanfield onset behind the first-floor exterior of the Mansion. (Credit: Justin Simien/Disney)

“It was quite interesting work,” Georgiou says. “Not only were we matching scans of the hallway reference that had been captured onset, but we were also matching the look to some of the previous work that DNEG had done. We then created animation for the rotations and how they would section off. The way they’d filmed onset with bluescreen was really well done, which made our work easier. The lighting was a challenge because there are candles and sconces on the wall, so you have these pools of light. The D.P. [Jeffrey Waldron] had very specific notes about how it should look. The chandeliers are swinging. Many puzzles to figure out, which is one of the best parts of visual effects. Overall, that sequence was one of the most successful, and it’s so cool that they used it in the poster.”

Of course, the appearance of 999 happy haunts would be the core element of Haunted Mansion’s visual effects. “Edwin Rivera used this term, ‘ectoplasmic effervescence’ for the ghosts, which has a Ghostbusters feel to it,” explains Georgiou. “It was fun to look through the history of cinema to find inspiration, but also figure out how we wanted to do things differently and create something that was fresh. Justin has such an incredible cinematic vocabulary. He’s looking at Kubrick and Hitchcock, and you can see that in how he’s framing shots. I felt like I was gaining plenty of knowledge.”

Another reference for Georgiou was Poltergeist (1982), one of ILM’s first client productions. “Poltergeist was very influential for me, especially when we were creating these skeletal ghosts that fly around. That was all connected to Poltergeist and the style they used for the ghost who comes right to camera. It feels really light-based but then there’s a skeleton face. Also, the way they use flares in Poltergeist was very influential for the last sequence of Haunted Mansion.”

A number of the prominently featured ghosts were performed by actors in costume and make-up. At times, ILM used digital doubles to replace them, each of which had to be modeled and textured. Others were entirely created with computer graphics, including the swarm of skeletal ghosts in the finale, which were original designs by the ILM Art Department. “The ghosts had a sort of x-ray feel to them,” says Georgiou. “It wasn’t a straightforward bone texture. We had to come up with how they glowed, both in day and night environments. They all had various types of clothing. Some had armor, or robes, or hoods. With all that comes a lot of creature work to get the costumes flowing properly. Then there are shots with hundreds and hundreds of them, as many as 600 or 700 at a time, which required crowd work. Our animation crew did hero shots, and they had the best time animating them. When they flank the Hatbox Ghost, they aren’t just standing there, but they’re chomping their teeth or doing little things with their hands. It’s subtle but it’s all there.”

A CG ghost moves through the Mansion’s library.
A CG ghost moves through the Mansion’s library. (Credit: Disney)

The fan-favorite Hatbox Ghost is part of the lore of the Disney Parks attraction, and as the film’s chief villain, many different components went into his creation. “On the set, we had a great stuntperson named Colin Follenweider,” explains Simien. “We spent a lot of time discussing the physicality of the Hatbox Ghost, why he would walk a certain way. So he was in a suit on the set with a blue face. Then with Jared [Leto], we captured his voice. Then all of that goes into a blender at ILM where we have a team of animators fine-tuning every aspect of the performance. It’s a real amalgamation of a few different traditions.”

Georgiou explains that ILM’s fellow vendor, DNEG, had created the initial character model to produce an early batch of shots. “But it was never meant to be seen in bright lighting or anything like that,” he continues. “Every plate had the stunt actor. A human face with flesh and skin is very different from a more skeletal face. We had to figure out things like, how does the neck work? A skeletal neck wouldn’t fit around the wide neck of a human stunt performer. We were able to hide a lot of that behind the scarf he’s wearing. We had to figure out how the hat sat on his head. Onset, it was a little too low, but if it was too high, it looked more like a cowboy hat. There were a lot of challenges.

“Then there’s the clothing,” Georgiou continues. “In that final sequence, the earth is breaking apart, all of these ghosts are rising up. He has 999 ghosts, and he’s trying to get the last one so he can bring the ghost realm into the human realm. There’s a lot of shaking and wind. The stunt actor was on wires, and the clothing didn’t have much movement. In some shots, we kept the body and clothing and did a face and hat replacement. For around half of the shots we used a fully-CG Hatbox Ghost. The look development team worked very hard to match it to the actor onset. It’s pretty seamless.”

The Hatbox Ghost attempts to pull Ben into his ghostly realm.
The Hatbox Ghost attempts to pull Ben into his ghostly realm. (Credit: Disney)

Georgiou explains how the character model was given new animation controls for his expanded performance. “We built that whole rig and made small controls for the wrinkles under the eyes, really small details in the face. It was really exciting. Our animation supervisor, Chris Marshall, helped us develop a lot of the facial performance for the Hatbox Ghost. I can’t wait to do another character like that.

“I kind of grew up doing shows like Garfield, Scooby-Doo, The Lion, the Witch, and the Wardrobe, and The Golden Compass where there are so many different types of visual effects,” Georgiou continues. “Haunted Mansion is very similar. We had ocean surfaces, a tsunami wave in an apartment along with its destruction, both interior and exterior. There were various effects elements, set extensions, digital doubles, crowd work, so many different kinds of shots. The Hatbox Ghost was a dream come true. Doing CG characters and placing them in live action was what I was raised on. It was a great opportunity to work on it. I’m so proud of our entire team. We have some incredible artists and I was the one who was lucky to be able to work with them.”

For Simien, the chance to tell a fantasy story laden with visual effects fulfilled his childhood dreams. “I grew up on effects-heavy films,” he says. “I’d lose myself in Star Wars, Star Trek, and X-Men. There wasn’t language for being a filmmaker when I was a kid. No one in my family talked about being a director. But what I would do is get home with the house to myself (I was a latch-key kid), put on a John Williams soundtrack, and pick up action figures and make them fight in these epic battles. I’d keep one eye closed to control the depth of field [laughs]!

“I didn’t know that I was directing,” Simien concludes. “I didn’t know that was a thing you could get paid for, but that’s what I did for fun. Having that big canvas is just part of my DNA. My first film was made for just over a million dollars, but it looks like it was made for more. To me, scale and cinematic spectacle is part of the fun of it. No matter what kind of story I’m telling, whether it’s something small and emotional or big and crazy like Haunted Mansion, I’m always going to push to see more in the world.”

The Hatbox Ghost takes his final plunge.
The Hatbox Ghost takes his final plunge. (Credit: Disney)

Read about Skywalker Sound’s work on Haunted Mansion, including more from director Justin Simien.

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Lucas O. Seastrom is a writer and historian at Lucasfilm.

We are pleased to announce Lighter Darker: The ILM Podcast, where we focus on the creative process of filmmaking and the art of visual storytelling. Hosted by ILM Chief Creative Officer Rob Bredow and ILM Compositing Supervisor Todd Vaziri, and produced by Jenny Ely, we share behind-the-scenes stories that illustrate the many crafts that come together to create a motion picture, TV series, or special venue project.

Subscribe Now: Spotify | Apple Podcasts | YouTube | Amazon Music | iHeart Radio | SiriusXM | Pandora | RSS

Whether you’re a seasoned professional, an aspiring filmmaker, or a fan of immersive experiences, Lighter Darker provides valuable insights, inspiration, and a deeper appreciation for the artists behind the projects we undertake at ILM in visual effects, animation, and immersive entertainment. We have a terrific lineup of special guest filmmakers who join the team for upcoming episodes to discuss the creative process of filmmaking and the art of visual storytelling.

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New Mumbai studio to provide full visual effects and animation services for film & television

Cassian Andor (Diego Luna) in Lucasfilm’s ANDOR, exclusively on Disney+. ©2022 Lucasfilm Ltd. & TM. All Rights Reserved.

Industrial Light & Magic (ILM), the award-winning visual effects division of Lucasfilm Ltd., announced today that the company is expanding its global operations. The studio, which is headquartered in San Francisco and has existing studios in Vancouver, London, Singapore and Sydney, will open a new full pipeline studio in Mumbai to gain access to the incredible talent base in the region. The Mumbai studio will be led by Kiran ‘KP’ Prasad, who was formerly head of studio at DNEG Bangalore & Chennai. Prasad will report to ILM SVP and General Manager, Janet Lewin.

Kiran Prasad, Executive in charge, Mumbai studio.

“With five global studios consistently operating at capacity and continuing to grow, the time was right for ILM to expand once again to meet the industry’s increasing demand for high-caliber visual effects,” explained Lewin. “This new full-fledged visual effects studio in India will allow us to offer even greater capacity while ensuring that we always meet the high-quality bar that our clients expect of us.” 

Rob Bredow, SVP and chief creative officer of ILM noted, “We’re excited to be building our ILM Studio in India where we can recruit the top artistic and technical talent from the visual effects industry now in India. This is the perfect time for ILM to form our sixth studio where artists will leverage our full pipeline of disciplines working across a wide variety of exciting shows – at the top quality and reliability our creative partners have come to expect from ILM.”

“ILM has always been at the forefront of technological and creative innovation in the visual effects industry and there is no better time to start our studio in India than now, as the Indian VFX industry is poised for spectacular growth in the coming years,” said Prasad. “It is exciting and an honor to be part of the ILM team at such a key moment in the VFX industry with technological developments pushing the boundaries of visual storytelling. I look forward to working with the executive team to set up the studio from the ground up, building a world-class facility, and bringing the best of the diverse Indian talent together for  an opportunity with endless possibilities.”

ILM’s last expansion effort came in 2019 with the company’s Sydney studio. That studio is currently 400 people strong and growing. Combined, the ILM global studios will grow to over 2,500 artists and will continue to offer award-winning visual effects and animation as well as concept design and development, and virtual production, with the artistry, innovation, and creative problem-solving that is the hallmark of the company. As with the other studios, ILM’s Mumbai studio will work on all projects of all shapes and sizes, including live-action and animated feature films, television, streaming, and themed attractions.

ILM will be hiring leadership, technology, support, production, and artist roles over the coming months, openings will be posted on https://www.ilm.com/careers.