About us

A group of people working together at a desk with two computer monitors displaying 3D modeling or animation software.

DP Greig Fraser (Mandalorian & Dune) reviewing our scenes.

In this blog we share how we think about worldbuilding, design, and modern production. We’re longtime collaborators with a combined four decades of experience coming at the same filmmaking problems from different sides of the pipeline. Felix from art departments and previs, Safari from VFX. Real-time workflows became the bridge between us.

We believe art departments should answer more questions earlier. Used well, tools like Unreal Engine help teams align in pre-production and protect creative intent across physical builds, virtual production, and VFX. That perspective comes from leading Virtual Art Departments on projects like The Mandalorian and Ant-Man: Quantumania, and it guides much of what we share here.

  • A smiling man with dark skin and curly hair with blonde highlights, wearing a white t-shirt with a small black logo, standing against a yellow background.

    Felix Jorge

    Art Director | Producer | VP/CG Supervisor

    Let’s design your world’s look and approach, and help lead teams toward successful outcomes.

  • A man with a beard and short brown hair smiling and looking at the camera against a light blue background.

    Safari Sosebee

    VAD Art Director | CG Generalist | Lighter

    I like translating a creators intent into emotionally grounded visuals that serve story and scope.

A futuristic meeting or council room with a large circular table, surrounded by various humanoid robots and humans. Some robots are seated at the table, while others stand or walk around. A woman with long hair and a suit stands at the center of the room. The room has wood-paneled walls, a decorative ceiling with vertical openings, digital screens, and a emblem on the floor with a crescent moon and stars.

Why We Exist

Technology has arrived at a place where small teams, can do big things, and it’s pushing projects to make bigger decisions early on. This blog exists to help close that gap. Designing worlds earlier, aligning teams sooner, and applying the right creative and tech to different challenges.

Three scenes from a sci-fi setting: the top left shows a group of people, including an alien-like woman with green skin in a space station; the top right displays a spaceship inside a glowing hangar with a blue and red interior; the bottom scene depicts a large spaceship docked inside a sleek, modern space station with starry space background.

Our Approach

  1. Work hand-in-hand with directors and designers

  2. Scope and budget stories across art department, virtual production, and VFX

  3. Worldbuild in Unreal Engine for look development and in-camera VFX

  4. Create visualization that places character and camera in the world

  5. Craft concept & designs that guide physical, virtual, and VFX work

  6. Run look dev and R&D to prove an approach before committing

testimonials