By TREVOR HOGG
Images courtesy of The CW.
By TREVOR HOGG
Images courtesy of The CW.
A creative partnership and friendship forged 28 years ago at MGM has Visual Effects Supervisor John Gajdecki (Stargate: Atlantis) and Visual Effects Producer Matthew Gore (Battlestar Galactica) working together again on the second season of The CW production Superman & Lois. Co-creator and showrunner Todd Helbing (The Flash) has produced a unique spin on the superhero genre where at the heart of the story are the family struggles of Clark Kent (Tyler Hoechlin), Lois Lane (Elizabeth Tulloch) and their twin sons (Jordan Elsass, Alex Garfin) who have inherited the patriarchal supernatural abilities.
“We know that the artists are good and the art is built into the people. This team manages the process so tightly that we can deliver shots without panic two days before they’re on TV.”
—John Gajdecki, Visual Effects Supervisor
A particular expression comes to mind for Gajdecki when describing how the show operates. “You hear people saying, ‘Armchair generals talk strategy, but the pros talk logistics.’ ‘Can we get the weapons to the front? Will there be food for the soldiers when they get there?’ We know that the artists are good and the art is built into the people,” Gajdecki states. “This team manages the process so tightly that we can deliver shots without panic two days before they’re on TV.”
“At the beginning of the season, we said that we wanted to take this up another level and try to get as close to feature quality as we could, knowing our limitations. But every time Superman does something, there is usually a CG component to it that adds to the schedule and budget issues. John mentioned to me that he had an in-house team on Project Blue Book, and so we proposed that. The in-house team has shined and been great in helping us to get this on the air.”
—Matthew Gore, Visual Effects Producer
Necessity led to a creative solution for Season 2 of Superman & Lois. “We have a tight network schedule, so it’s tough to try to do what we’re trying to do,” Gore notes. “At the beginning of the season, we said that we wanted to take this up another level and try to get as close to feature quality as we could, knowing our limitations. But every time Superman does something, there is usually a CG component to it that adds to the schedule and budget issues. John mentioned to me that he had an in-house team on Project Blue Book, and so we proposed that. The in-house team has shined and been great in helping us to get this on the air.”
The more shots were broken up over multiple vendors, the more often they would come back to the in-house team as the final 2D. “I see us as the final line of digital defense,” Gajdecki remarks. “Everything comes in and we do the comps, and we’ll put that photographic pass on it to make sure that the lens flares feel right and that the camera move looks like it fits between the shot, before and after, and the contrast, smoke and dust levels are matching. When Superman flies in and comes to a stop, something else has to keep going otherwise it doesn’t feel right. With some artists it is hard to explain why that’s wrong. We came up with the term energy transfer and suddenly people went, ‘Okay, I see it now.’”
“I see us [the in-house team] as the final line of digital defense. Everything comes in and we do the comps, and we’ll put that photographic pass on it to make sure that the lens flares feel right and that the camera move looks like it fits between the shot, before and after, and the contrast, smoke and dust levels are matching. When Superman flies in and comes to a stop, something else has to keep going otherwise it doesn’t feel right. With some artists it is hard to explain why that’s wrong. We came up with the term energy transfer and suddenly people went, ‘Okay, I see it now.’”
—John Gajdecki, Visual Effects Supervisor
Bigger ambitions have meant that the visual effects count increased from 2,300 to 2,500 shots for Season 1, to an additional 25% for Season 2. Also expanded are the number of vendors, which can be a many as 15 depending on their availability. Among the contributors are Zoic Studios, Refuge VFX, Boxel Studios, Frame Lab Studios, Barnstorm VFX, Tribal Imaging, Od Studios and Lux VFX. “We have an honest relationship with our vendors,” Gore notes. “In my conversations with them, are you available and can you do this work? They’ll tell you flat-out. It won’t be like the shop that wants to take the work and figure it out. They’ll say, ‘We don’t have these artists available for those weeks, but we have these who are available.’ We’re constantly trying to fill what somebody can do.” Even though there are assets and locations that carried over from Season 1, modifications still had to be made. “The [Kent family] farmhouse ended up in Bizarro World, so even though the farmhouse didn’t change between seasons, there was a whole new farmhouse and barn,” reveals Gajdecki. “The barn has burned down and the farmhouse is dilapidated.”
“There is stuff that we can’t talk about for the series finale that might come as a text from Todd Helbing with a photo that says, ‘We’re going to do this,’” Gore comments. “We went, ‘Okay. Cool. Let’s figure out how.’ A lot of times Todd will give us a heads up that something big is out there, so we can at least start thinking about it even if we don’t get a full outline or a script yet. At least we know conceptually this is something that we have to try to fit into the schedule.”
“Anything that we need we get. When we shoot greenscreens, the line producer says, ‘It’s Gadjecki Rules.’ They light it for us and get the exposures and interactive light that we need. Our shots look good even though we have little time because we shoot the pieces so well and production is behind us.”
—John Gajdecki, Visual Effects Supervisor
Gajdecki has a particular philosophy towards visual effects. “Every shot that we do has to look like that the art department directed it and the camera operators operated the camera. We are sensitive to the inputs from the other departments to make sure that we put in the same chaos that would be in a real shot.” The cooperation is mutual, he says. “Anything that we need we get. When we shoot greenscreens, the line producer says, ‘It’s Gadjecki Rules.’ They light it for us and get the exposures and interactive light that we need. Our shots look good even though we have little time because we shoot the pieces so well and production is behind us.”
Episode 208 features a portal. Comments Gajdecki, “Upon hearing that there was going to be a portal, we got all of the reference together, numbered all of the references, put it out in front of our executives, got on the Zoom and asked, ‘Todd, is any of this close to what you’re thinking?’ He might have 50 images to look at, and we start to talk about the nature of the portal, what’s the portal doing and the behavior. We go from there and start narrowing down the focus.” Superman gets affected in a dramatic way. “There had to be some component of him getting shredded as he enters it,” Gajdecki adds. “Then we had this whole other thing where once he’s inside there, what does it look like? It goes back to who does what. Our in-house team started a look in Episode 201 where Bizarro is flashing to stuff. We need some cool flash that is supposed to sell that it’s him traveling through the portal. The in-house team was tasked with that. They came up with a look. It evolved to a certain point, and we knew that we wanted it to feel like it had depth to it. That was our other challenge. Todd wanted it to feel that he is breaching something, but we also wanted to sell that there is something behind it, and then he had to shred in there at some point. We didn’t want it to be holes underneath and you see through him. We wanted a substance there, but didn’t want it to be bone and skin because it’s CW.”
Adding to the shot count was number of deepfakes associated with the character of Bizarro, who is revealed to be an alternative dimension version of Superman. “We let everyone know that the AI approach was not going to be a one-size-fits-all answer to all the Bizarro shots,” Gore explains. “We had numerous discussions with Todd that if a shot was going to ‘break’ the AI, we were going to have to apply more traditional methods to get the sequences to where he wanted them to be. For example, there were a couple shots where we needed to go all CG on Bizarro in order for him to be able to appear in the same shot as Tyler during some of the fight scenes. We massaged the cuts with Todd. Boxel Studio took on all the work that the AI couldn’t do. The in-house team came up with the look for Bizarro’s eyes and then worked with Tribal Imaging in Calgary, Wild Media Entertainment in Toronto/Vancouver, Kalos Studios, Animism Studios and Refuge VFX to make sure no matter who took Bizarro to final, the look for Bizarro’s eyes and makeup was going to be consistent in all the comps across the various episodes. It was also a great learning experience working with this new AI toolset. And to be clear, not every scene in the Bizarro story arc was achieved using AI.