Visible results and previsualization studio Proof dealt with visible results for Season 3 of Amazon’s The Wheel of Time, which follows 5 younger villagers on their journey with a mysterious sorceress. Led by visualization supervisor Steve Harrison, the studio’s work lined greater than 35 minutes of stylized visualization throughout all eight episodes — together with growing a novel 2D/3D “sketchviz” pipeline to assist visualize the “channeling” of various powers earlier than closing results had been in place. Proof’s work carefully matched what followers will see within the completed collection.
The method of engaged on The Wheel of Time was outdoors the norm for Proof, whose typical focus is on character animation and surroundings work. Right here, London-based Harrison, talks extra concerning the venture.
How early had been you introduced in on the present?
We had been introduced on throughout the preproduction stage of the venture in Might 2023. Dafydd Morris was supervising for Proof at the moment, and the scope of labor concerned many small previz and techviz scenes scattered all through the present. It primarily consisted of technical workouts to tell the shoot on complicated setups, heavy VFX sequences and any establishers that wanted planning. That work continued kind of till March 2024. After a quick break, we got here again in Might 2024 for sketchviz, which went on till August 2024. Nearly all of the work occurred in that quick Might-to-August 2024 time-frame.
What had been you tasked to do?
Our sketchviz staff operated equally to a standard postviz staff however with a a lot heavier deal with FX, significantly for the “channeling” (the characters’ skill to entry an influence that’s the supply of the world’s magic). Our function was to assist understand VFX supervisor Andy Scrase’s imaginative and prescient for a way the channeling would behave and the kind of vitality every character would use.
Are you able to describe the sketchviz pipeline and the way it labored on this venture?
We developed a customized visible language utilizing Maya and Nuke, together with glow and distortion results, to simulate various kinds of magic.
As soon as we constructed the channeling device to shopper specs, we built-in it into our commonplace pipeline, which incorporates digicam monitoring in 3DEqualizer, FX creation in Maya (utilizing the channeling impact asset) and compositing in Nuke. This course of allowed us to visualise complicated sequences quickly.
We tackled motion improvement — like corkscrewing vitality or serpentine water results — that’s usually reserved for the ultimate VFX vendor.
How did you’re employed with the VFX supervisor? What kind of course had been you given?
We collaborated each day with Andy and with manufacturing to ascertain the look, really feel and pacing of each channeling sequence. Working with Andy was seamless — we rapidly developed rapport and shared a artistic shorthand. He had a transparent imaginative and prescient for every shot, particularly relating to the distinct colours and movement types of the 5 elemental channels. Every character’s FX had distinctive motion and vitality primarily based on the character’s related factor.
What had been your most important instruments?
3DEqualizer, Maya and Nuke.
When did you cross off your work?
We held each day opinions with Andy and his staff. Relying on suggestions, we delivered scene recordsdata as wanted.

