Ahsoka's In-Camera VFX: Art Direction Breakdown

Hi, this is an article covering the art direction process used to build virtual locations for in-Camera VFX on Lucasfilm’s Ahsoka. I'll break down everything from the initial concept stages right through to the final, camera-ready (final-pixel) sets - share some stories along the way. Lets go.

At a Glance:

Schedule

  • Concept Art and Design: 8 weeks

  • VAD Construction: 9 months

  • Volume Integration and Testing: 4 months

Resources

  • Number of Real-time VAD Artists: 14

  • Number of Engineers: 3

Deliverables

  • Hero Location Sets With Multiple Variants: 17

  • Set Variants: 65+

  • Set Dressing Assets photogrammetry: 30+

  • Lighting Scenarios: 85+

  • VScout Storyboard-Frames: 300+

Partner Reviews

  • Virtual Stage Walks With Production Designer: 190+

  • Prelight & Camera Blocking Sessions With DP: 65+

  • Hosted Creative Reviews (VScouts): 42+

So, What Exactly Were We Tasked to Do?

We were tasked to build virtual sets in Unreal Engine that looked ready for the final film, right from pre-production. Basically, less "fix it in post" and more "get it right now." That meant we had to totally rethink how our team was set up and what skills we had onboard, from a predominantly design team with some final pixel, to a team mostly composed of final pixel members.

There were actually three distinct virtual production workflows happening here. First, we had Narwhal Studios - that's the process Safari and I designed, managed, and built teams for. Then there was ILM Stagecraft, which operated using the Helios platform. Finally, there was the straight Unreal Engine workflow where our environments went directly onto the stage.

Our Narwhal Studios workflow involved daily reviews of the environments with the production designer. We'd collaborate closely with set decorators, conduct pre-lights with cinematographers, and run weekly virtual scouts to review sets together, designing scenes and planning shots in detail. We optimized assets based on what the camera would actually see, which was a huge efficiency boost.

Once approved, these virtual sets went through a final VR scout for validation. From here, they were bundled into a turnover package and delivered to ILM’s Stagecraft team. Helios took these Unreal Engine projects and integrated them into ILM’s internal system. This required careful asset conversion, which we would support with, thorough creative reviews, and additional content preparation to ensure everything matched exactly what we'd developed in pre. After this optimization, the sets were ready to go to shoot.

For the direct Unreal Engine workflow, we streamlined the process even further. We packaged up scenes into individual volume streams out of perforce (for security reasons), conducted a quick stage review, relit scenes based on cinematographer feedback, and optimized immediately. Often, this step required minimal adjustments.

Lastly, we delivered comprehensive packages directly to the Brainbar team, complete with video walkthroughs, images, and detailed references. This made sure everyone knew exactly what we'd designed in pre-production.

How Did Things Kick Off?

It all started with meetings between the production designer, Andrew Jones, and VAD Art Director, Safari Sosebee, to review reference and concept art. At this stage, we incorporated set designers' 3D models, VFX assets, and various asset libraries into a unified Perforce database, configuring server permissions to ensure secure access for each department based on the show's requirements.

These initial block-outs, created using simple shapes, were crucial as they laid the groundwork for everything that followed. Although this step might seem basic, it was essential for setting the foundation of the environments and ensuring a cohesive vision moving forward.

What Steps Did We Take to Develop Assets and Set Decor?

The development of a set goes through several stages to help creatives stay on time and schedule. We begin with block-outs, move to previs, then progress to look-development, and finally reach the final version.

The final version is carefully vetted, tested on stage, and optimized. Passing off an Unreal Engine file for each scene that includes multiple lighting scenarios. The sets are handed over to the stage teams, who save them, ready for the shoot, and or last-minute tweaks.

How Did We review the virtual sets (digital environments)?

On The Mandalorian Season 1, we used Virtual Location Scouts. For Ahsoka, we introduced remotely driven, multi-user Virtual Location Scouts, which were crucial for keeping everyone aligned.

We hosted regular sessions with directors, production designers, DPs, storyboard artists, writers, and producers to review locations in real-time, place cameras, and create still frames. These frames guided focus and were utilized across all departments, including previs, VAD, VFX, and physical construction.

Ahsoka Key Creative Team:

  • Andrew Jones - Production Designer

  • Doug Chiang - Production Designer

  • Jon Favreau - Creator/Executive Producer/Writer

  • Dave Filoni - Creator/Executive Producer/Director/Writer

  • Eric Steelberg - Director of Photography

  • Q Tran - Director of Photography

  • Rachel - Art Director

  • Clint Spillers - VP Producer

what were the results from a virtual location scout?

These multi-user virtual location scouts lasted 1 to 2.5 hours and produced 30 to 80 usable frames per session, which were immediately shared with key production members.

We also provided remote access for creatives to explore environments from their homes whenever they wanted. Facilitating cloud-based meetings allowed them to collaborate on a virtual location and work on their story together, ensuring all decision-makers remained aligned.

Where Did Photogrammetry Fit In pre-production?

Photogrammetry of life-size props and miniatures, along with set decorations, allowed for the art department to drive the look and marry the physical and virtual props. These scanned assets go through a cleanup process, where the textures go through a flattening process, and low, medium, and high assets are created.

Whenever we scanned a miniature, we collaborated closely with model makers to scale these miniatures into life-size sets, using them as foundations for block-outs. An example of this is the Seatos StoneHenge in the image above.

Out of the 17 hero locations, 7 of them utilized photogrammetry captured with the art department.

what Was Our Approach to Lighting and Rendering?

The team started by understanding the action and mood of the scene, pulling references to help guide the visual direction. We began lighting with the major shapes in place, using broad strokes to establish key angles and camera placements. As the scene developed, we focused on sculpting the light to highlight areas of interest, adjusting color and intensity as textures and materials came into play. Once the visual language started to click, we fine-tuned light placement and camera settings to reach the desired complexity and impact.

When the lighting was approved through the lens on stage, we handed it off to the stage team. Before that, we ran stage tests and incorporated feedback to make sure everything was dialed in and production-ready.

Why Is Turnover and Techvis So Important?

The turnover process was a very important part of planning the shoot, involving Techvis developed in close collaboration with the art department, LED stage, production, and VFX teams.

For the Per Henge Volume Set, various lighting scenarios and volume placements were used to accommodate different scenes.

Each set variant, such as night, late morning, and late afternoon, requires specific adjustments like set decoration, and lighting. These elements are planned and coordinated before filming to ensure a seamless production process. The location of each volume in the Unreal Engine scene labeled A1, A2, B1, B2, etc., dictates the content displayed on the screens. While some lighting scenarios and set decorations are consistent across scenes, others require specific alterations to match the story beats.

Regular LED-stage testing was conducted with the director of photography and other key creatives to ensure the virtual sets appeared realistic and met the creative vision. Feedback from these tests was used to refine the environments and passed off to the ILM team.

The turnover process included detailed documentation, including techvis, volume placements, virtual scout cameras, set decoration, reference and concept art. This method mirrors the coordination that typically takes place by physical construction teams in the art department, adapted to the virtual environment.

How Did We Handle Multiple Sets at Once?

Each environment for Ahsoka had unique challenges and required a tailored approach to effectively tell the story. To manage this, we formed pods with an art director, team lead, set owners, and VAD and PHG artists, running up to four sets at once.

Set owners worked with generalist VAD artists to finalize designs, guided by the VAD Art Director and Lead, who prioritized tasks based on feedback from the VP Producer and Production Designer. This process focused on reviewing still frames from weekly virtual location scouts to address the most critical elements.

All of this was managed in Shotgrid, which we heavily customized to suit the virtual art department workflow. We programmed specific functionalities to easily adapt to daily sprint plans that would drive regular changes.

Daily sprint planning ensured our focus was on the most crucial tasks. Updates were then communicated through Shotgrid and Mattermost, a secure, server-hosted chat platform, keeping everything off the internet.

Any Interesting Challenges?

What Did We Learn from All This?

The Ahsoka project provided key lessons in optimizing workflows and achieving the desired visual quality. Here are a few lessons learned:

  • Engaged Team: A committed production team was key to embracing the process.

  • Clear Roles: Defining VAD roles and onboarding with a buddy system ensured smooth collaboration.

  • Project Management: Tight coordination and clear communication helped the small team manage a large-scale project.

  • Lighting & Assets: Managing hundreds of assets and lighting setups was crucial for scalability and quality.

  • Efficiency: Fast, high-quality scene creation relied on flexible scheduling and virtual location scouts.

  • Proactive Problem-Solving: Close collaboration between art directors and the VAD enabled effective, timely solutions.

As the project wrapped up, Safari shared this image by Lee Siassi, our scout artist at the time.

Really happy about the lessons learned. For those interested real-time design, I hope this shares some ideas on how to use the process. I welcome any feedback, thank you for reading.

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Creative Check-In: A Look at the Virtual Art Department on The Mandalorian

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Art Directing for ICVFX SIggraph 2024 Presentation