our BLOG
A space to share our process, industry thoughts, and what we’re learning along the way.
Megalopolis: How to Use Unreal Engine For Final VFX? | Breakdown
We had a small team working in Unreal Engine to create final VFX environments for Megalopolis. Here’s a look at what we learned, how we built the shots, and how we worked closely with the VFX supervisors.
Who’s Behind the Pitch: Turning Creative Ideas Into Something You Can Sell | Article
A few lessons I’ve learned about turning creative ideas into something clear, shareable, and pitchable, without overthinking it.
Star Wars Case Study: What Is the Virtual Art Department? | Podcast
In this podcast episode, we explore how the Virtual Art Department helped design scenes for The Mandalorian, Ahsoka, and Boba Fett, using real-time tools, virtual scouts, and direct collaboration with directors and VFX teams.
How We Built VAD Digital Sets for Ahsoka Using Unreal Engine | Breakdown
An in-depth look at Safari’s virtual set design process used to create Unreal Engine environments in pre-production to plan the in-camera VFX for Ahsoka.
Siggraph Presentation - Art Directing For ICVFX | Video
This SIGGRAPH talk covers how we used Unreal Engine to design virtual sets for The Mandalorian, Ahsoka, Antman, and more, aligning directors and crews early to plan, virtually shoot, and get final shots faster.
What I Learned Leading Narwhal Studios. A Virtual Production Studio? | article
An article talking about scaling a creative studio, and referencing our own experience from 10 years of running Happy Mushroom / Narwhal Studios.