Computer Graphics World

April-May-June-2026

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locations, practical set builds, and extensive digital enhancements — including aircra, hangars, set dressing, and crowds — we were able to fully realize the scale and authenticity of that environment. What did your collaboration look like with the other depart- ments, such as production design and makeup? Daryl Sawchuk: It was important to me to build strong working re- lationships with all departments, knowing that collaboration early on would only elevate the final result. We made a point of having open conversations and getting our asks on the table as early as possible, giving teams the opportunity to incorporate those needs into their process. There's always a balance — you're walking a tightrope between asking for too much and not having what you need months later in post. For me, it came down to transparency and alignment: bringing everyone into what we were trying to achieve and clearly communi- cating how any additional effort on their part would directly translate into a stronger final image. That shared understanding made a huge difference. Can you walk us through one key sequence that best rep- resents the scope of the VFX work and the challenges in- volved in bringing it to life? Daryl Sawchuk: The "Mother Thing" sequence in Episode 2 was a great example of a complex and challenging scare. It was important to Andy to capture a genuine performance for mom in-camera, so we designed a practical approach that allowed two actors to inhabit the same character — one performing the legs, and another deliver- ing the upper body and facial performance. Because the creature needed to feel roughly one-third larger than life, the shoot required multiple passes: clean plates of the room, separate performances against blue screen, and then a careful com- posite in post to bring everything together seamlessly. In scenes in- volving Ronnie, the complexity increased further — we had to shoot the bed elements proportionally closer and lower, effectively "scal- ing" them by a third so that perspective and eyelines would align cor- rectly in the final composite. The prosthetics team also contributed incredible practical el- ements, including a physical "womb" environment and a 15-foot intestine that the actress could physically interact with, complete with practical slime and blood. This gave her something tangible to perform against, which grounded the moment. From there, our work focused on extending and enhancing those elements — rather than replacing them — so they could integrate with the digital belly crea- ture and mummified effects on mom, that was added later in post. How did you approach blending practical effects with digital VFX to create a seamless final image? Daryl Sawchuk: The "Pickle Jail" sequence was a natural exten- sion of that same philosophy. We built a miniature set of supermar- ket shelves and filled hundreds of real jars with pickles and brine, grounding the environment with as much practical detail as possi- ble. In-camera lighting flicker effects helped sell the instability of the 10 cgw a p r i l • m ay • j u n e 2 0 2 6

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