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About Safari
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A place where we share projects, behind-the-scenes, and lessons.

  • Articles 14
  • Podcasts 4
  • Projects 1
Tags
  • Environment Design
  • Felix Work
  • ICVFX
  • Safari Work
  • Virtual Art Department
Inside the LED Volume: How Digital Sets Are Designed, Loaded, and Lit
Articles Safari 10/21/25 Articles Safari 10/21/25

Inside the LED Volume: How Digital Sets Are Designed, Loaded, and Lit

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Cinematography in Virtual Production: Capturing Story Through the Lens
Articles Felix Jorge 10/14/25 Articles Felix Jorge 10/14/25

Cinematography in Virtual Production: Capturing Story Through the Lens

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Our 3-Step Process for Building Production-Ready Unreal Engine Scenes
Articles Felix Jorge 10/13/25 Articles Felix Jorge 10/13/25

Our 3-Step Process for Building Production-Ready Unreal Engine Scenes

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The Mandalorian S1 E4: LED Volume Breakdown - How Much Was Shot on LED Volume?
Articles Safari 6/12/25 Articles Safari 6/12/25

The Mandalorian S1 E4: LED Volume Breakdown - How Much Was Shot on LED Volume?

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The Mandalorian S1 E3: LED Volume Breakdown - How Much Was Shot on LED Volume?
Articles Safari 6/6/25 Articles Safari 6/6/25

The Mandalorian S1 E3: LED Volume Breakdown - How Much Was Shot on LED Volume?

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The Mandalorian S1 E2: LED Volume Breakdown - How Much Was Shot on LED Volume?
Articles Safari 5/30/25 Articles Safari 5/30/25

The Mandalorian S1 E2: LED Volume Breakdown - How Much Was Shot on LED Volume?

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The Mandalorian S1 E1: LED Volume Breakdown - How Much Was Shot on LED Volume?
Articles Safari 5/26/25 Articles Safari 5/26/25

The Mandalorian S1 E1: LED Volume Breakdown - How Much Was Shot on LED Volume?

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Megalopolis: How to Use Unreal Engine For Final VFX? | Breakdown
Articles Felix Jorge 5/26/25 Articles Felix Jorge 5/26/25

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.

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Who’s Behind the Pitch: Turning Creative Ideas Into Something You Can Sell | Article
Articles Felix Jorge 5/21/25 Articles Felix Jorge 5/21/25

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.

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How Was The Godforge Game Cinematic built? | Breakdown
Articles Felix Jorge. 4/19/25 Articles Felix Jorge. 4/19/25

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.

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Star Wars Case Study: What Is the Virtual Art Department?
Articles Felix Jorge. 4/14/25 Articles Felix Jorge. 4/14/25

Star Wars Case Study: What Is the Virtual Art Department?

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.

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How We Built VAD Digital Sets for Ahsoka Using Unreal Engine | Breakdown
Articles Felix Jorge. 4/2/25 Articles Felix Jorge. 4/2/25

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.

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Siggraph Presentation - Art Directing For ICVFX | Video
Articles Felix Jorge 3/31/25 Articles Felix Jorge 3/31/25

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.

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What I Learned Leading Narwhal Studios. A Virtual Production Studio? | article
Articles Felix Jorge. 3/26/25 Articles Felix Jorge. 3/26/25

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.

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