Wolf cove 1

I was bought on to the project only a few weeks before principle photography, with many of the virtual environments not yet optimised for shooting. My role was to work with the external vendors, my team at Bunker Digital, and the stage operations team from PXO to make sure each environment was as polished as it could be for the volume, given the available time and technology.

Anga Qela

As the environments got bigger and more complex (especially in the later episodes), we started to hit the limit of what Unreal 4 was capable of. Both hardware, software and virtual production techniques have improved significantly since the shoot, so if produced today it likely more shots would make it to final. This environment was taken over in post by Image Engine.