our ARTICLES
A look at our projects across film & tv VFX, real-time games, and interactive experiences.
How Was The Godforge Game Cinematic built? | Breakdown
A behind-the-scenes look at how we created the Godforge cinematic in 20 weeks using UE5, a lean remote team, and a mix of real-time tools, AI, and smart workflows.
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.
Godforge Game Cinematic Trailer | Video
Godforge is a game cinematic created our of Unreal Engine 5, for Fateless Games.
Lessons From Starting A Creative Studio | Podcast
In Episode 01 of our podcast, we share what it took to build, and eventually walk away from a creative company. We talk about early mistakes, scaling up, and what we would do differently next time.