By Randi Altman
Season 3 episodes of Hulu’s The Handmaid’s Tale are available for streaming, and if you had any illusions that things would lighten up a bit for June (Elizabeth Moss) and the ladies of Gilead, I’m sorry to say you will be disappointed. What’s not disappointing is that, in addition to the amazing acting and storylines, the show’s visual effects once again play a heavy role.
Toronto’s Mavericks VFX has created visual effects for all three seasons of the show, based on Margaret Atwood’s dystopian view of the not-too-distant future. Its work has earned two Emmy nominations.
We recently reached out to Maverick’s founder and visual effects supervisor, Brendan Taylor, to talk about the new season and his workflow.
How early did you get involved in each season? What sort of input did you have regarding the shots?
The Handmaid’s Tale production is great because they involve us as early as possible. Back in Season 2, when we had to do the Fenway Park scene, for example, we were in talks in August but didn’t shoot until November. For this season, they called us in August for the big fire sequence in Episode 1, and the scene was shot in December.
There’s a lot of nice leadup and planning that goes into it. Our opinions are sought after and we’re able to provide input on what’s the best methodology to use to achieve a shot. Showrunner Bruce Miller, along with the directors, have a way of how they’d like to see it, and they’re great at taking in our recommendations. It was very collaborative and we all approach the process with “what’s best for the show” in mind.
What are some things that the showrunners asked of you in terms of VFX? How did they describe what they wanted?
Each person has a different approach. Bruce speaks in story terms, providing a broader sense of what he’s looking for. He gave us the overarching direction of where he wants to go with the season. Mike Barker, who directed a lot of the big episodes, speaks in more specific terms. He really gets into the details, determining the moods of the scene and communicating how each part should feel.
What types of effects did you provide? Can you give examples?
Some standout effects were the CG smoke in the burning fire sequence and the aftermath of the house being burned down. For the smoke, we had to make it snake around corners in a believable yet magical way. We had a lot of fire going on set, and we couldn’t have any actors or stunt person near it due to the size, so we had to line up multiple shots and composite it together to make everything look realistic. We then had to recreate the whole house in 3D in order to create the aftermath of the fire, with the house being completely burned down.
We also went to Washington, and since we obviously couldn’t destroy the Lincoln Memorial, we recreated it all in 3D. That was a lot of back and forth between Bruce, the director and our team. Different parts of Lincoln being chipped away means different things, and Bruce definitely wanted the head to be off. It was really fun because we got to provide a lot of suggestions. On top of that, we also had to create CGI handmaids and all the details that came with it. We had to get the robes right and did cloth simulation to match what was shot on set. There were about a hundred handmaids on set, but we had to make it look like there were thousands.
Were you able to reuse assets from last season for this one?
We were able to use a handmaids asset from last season, but it needed a lot of upgrades for this season. Because there were closer shots of the handmaids, we had to tweak it and made sure little things like the texture, shaders and different cloth simulations were right for this season.
Were you on set? How did that help?
Yes, I was on set, especially for the fire sequences. We spent a lot of time talking about what’s possible and testing different ways to make it happen. We want it to be as perfect as possible, so I had to make sure it was all done properly from the start. We sent another visual effects supervisor, Leo Bovell, down to Washington to supervise out there as well.
Can you talk about a scene or scenes where being on set played a part in doing something either practical or knowing you could do it in CG?
The fire sequence with the smoke going around the corner took a lot of on-set collaboration. We had tried doing it practically, but the smoke was moving too fast for what we wanted, and there was no way we could physically slow it down.
Having the special effects coordinator, John MacGillivray, there to give us real smoke that we could then match to was invaluable. In most cases on this show, very few audible were called. They want to go into the show knowing exactly what to expect so we were prepared and ready.
Can you talk about turnaround time? Typically, series have short ones. How did that affect how you worked?
The average turnaround time was eight weeks. We began discussions in August, before shooting, and had to delivery by January. We worked with Mike to simplify things without diminishing the impact. We just wanted to make sure we had the chance to do it well given the time we had. Mike was very receptive in asking what we needed to do to make it the best it could be in the timeframe that we had. Take the fire sequence, for example. We could have done full-CGI fire but that would have taken six months. So we did our research and testing to find the most efficient way to merge practical effects with CGI and presented the best version in a shorter period of time.
What tools were used?
We used Foundry Nuke for compositing. We used Autodesk Maya to build all the 3D houses, including the burned-down house, and to destroy the Lincoln Memorial. Then we used Side Effects Houdini to do all the simulations, which can range from the smoke and fire to crowd and cloth.
Is there a shot that you are most proud of or that was very challenging?
The shot where we reveal the crowd over June when we’re in Washington was incredibly challenging. The actual Lincoln Memorial, where we shot, is an active public park, so we couldn’t prevent people from visiting the site. The most we could do was hold them off for a few minutes. We ended up having to clean out all of the tourists, which is difficult with moving camera and moving people. We had to reconstruct about 50% of the plate. Then, in order to get the CG people to be standing there, we had to create a replica of the ground they’re standing on in CG. There were some models we got from the US Geological Society, but they didn’t completely line up, so we had to make a lot of decisions on the fly.
The cloth simulation in that scene was perfect. We had to match the dampening and the movement of all the robes. Stephen Wagner, who is our effects lead on it, nailed it. It looked perfect, and it was really exciting to see it all come together. It looked seamless, and when you saw it in the show, nobody believed that the foreground handmaids were all CG. We’re very proud.
What other projects are you working on?
We’re working on a movie called Queen & Slim by Melina Matsoukas with Universal. It’s really great. We’re also doing YouTube Premium’s Impulse and Netflix’s series Madam C.J. Walker.
Randi Altman is the founder and editor-in-chief of postPerspective. She has been covering production and post production for more than 20 years.