
Sign up to save your podcasts
Or
In this episode, Allan McKay sits down with Alex Wang, the Visual Effects Supervisor for the acclaimed HBO series The Last of Us, to break down the monumental VFX work behind the show's highly anticipated second season.
Alex pulls back the curtain on the incredible challenges and creative triumphs of bringing the post-apocalyptic world to life, from the massive scale of the infected horde to the intricate details of hero creatures like the Bloater. He discusses the crucial balance between practical and digital effects, the importance of building trust with showrunners Craig Mazin and Neil Druckmann, and the seamless collaboration with world-class VFX houses like Weta, DNEG, and ILP.
This conversation delves deep into the specific hurdles of Season 2, including a massive battle sequence Alex likens to "Helm's Deep," the complexities of a dramatic stormy water episode, and the creative pipeline from concept art to final shot. Alex shares how the team learned from Season 1 to push the boundaries of world-building and create environments that are both epic in scope and grounded in reality.
This is a must-listen for any fan of The Last of Us and for visual effects artists and supervisors interested in the high-level strategy and creative problem-solving required to execute VFX on one of television's biggest shows.
Topics Covered:
The VFX of The Last of Us Season 2
Alex Wang's Role as VFX Supervisor
Creating the Infected Horde and the Challenges of Crowd Simulation
A Deep Dive into Season 2's Massive Battle Sequence
Asset Creation for the Bloater and Other Infected
Balancing Practical Effects with Digital Enhancements (Pyro, Weather, etc.)
World-Building and Large-Scale Environment Extensions
The Complexities of Creating the Stormy Water Sequence
Collaboration with Showrunners Craig Mazin and Neil Druckmann
Managing Multiple VFX Vendors (Weta, DNEG, ILP, Rise)
The Creative Process from Concept Art to Final Shot
Quotes:
On the massive battle sequence: "I thought to myself, 'Craig, this is your Helm's Deep.'"
On designing the infected horde: "These are civilians that became infected... their own story. So repetition is not something that we want."
Resources:
The Last of Us on HBO
Weta FX
DNEG
Rise VFX
Important Looking Pirates (ILP)
Naughty Dog
4.9
139139 ratings
In this episode, Allan McKay sits down with Alex Wang, the Visual Effects Supervisor for the acclaimed HBO series The Last of Us, to break down the monumental VFX work behind the show's highly anticipated second season.
Alex pulls back the curtain on the incredible challenges and creative triumphs of bringing the post-apocalyptic world to life, from the massive scale of the infected horde to the intricate details of hero creatures like the Bloater. He discusses the crucial balance between practical and digital effects, the importance of building trust with showrunners Craig Mazin and Neil Druckmann, and the seamless collaboration with world-class VFX houses like Weta, DNEG, and ILP.
This conversation delves deep into the specific hurdles of Season 2, including a massive battle sequence Alex likens to "Helm's Deep," the complexities of a dramatic stormy water episode, and the creative pipeline from concept art to final shot. Alex shares how the team learned from Season 1 to push the boundaries of world-building and create environments that are both epic in scope and grounded in reality.
This is a must-listen for any fan of The Last of Us and for visual effects artists and supervisors interested in the high-level strategy and creative problem-solving required to execute VFX on one of television's biggest shows.
Topics Covered:
The VFX of The Last of Us Season 2
Alex Wang's Role as VFX Supervisor
Creating the Infected Horde and the Challenges of Crowd Simulation
A Deep Dive into Season 2's Massive Battle Sequence
Asset Creation for the Bloater and Other Infected
Balancing Practical Effects with Digital Enhancements (Pyro, Weather, etc.)
World-Building and Large-Scale Environment Extensions
The Complexities of Creating the Stormy Water Sequence
Collaboration with Showrunners Craig Mazin and Neil Druckmann
Managing Multiple VFX Vendors (Weta, DNEG, ILP, Rise)
The Creative Process from Concept Art to Final Shot
Quotes:
On the massive battle sequence: "I thought to myself, 'Craig, this is your Helm's Deep.'"
On designing the infected horde: "These are civilians that became infected... their own story. So repetition is not something that we want."
Resources:
The Last of Us on HBO
Weta FX
DNEG
Rise VFX
Important Looking Pirates (ILP)
Naughty Dog
43 Listeners