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How "The Last of Us" Created the Apocalypse
PLUS: A Celebration of Stunts
Hello Hollywood tech nerds!
In this week’s post:
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How The Last of Us Created the Apocalypse

It is oft-discussed in this newsletter that hit shows like The Last of Us are the vanguard of the future of big budget IP: video game adaptations.
Of course, creating an entire world in a video game vs. on a TV show is a vastly different undertaking, and so I was amazed reading Art of VFX’s deep dive into the visual effects of TLOU with Production VFX Supervisor Alex Wang and Production VFX Producer Fiona Campbell Westgate.
If you haven’t watched the show, it’s not a spoiler to mention an intense battle that takes place early on in the city of Jackson, Wyoming. This isn’t something for which using a volume would be feasible. So instead:
Alex Wang // I always advocate for building exterior sets outdoors to take advantage of natural light. However, the drawback is that we cannot control the weather and lighting when filming over several days across two units. In Episode 2, there’s supposed to be a winter storm in Jackson, so maintaining consistency within the episode was essential. On sunny and rainy days, we used cranes to lift large 30x60ft screens to block the sun or rain. It was impossible to shield the entire set from the rain or sun, so we prioritized protecting the actors from sunlight or rain. Thus, you can imagine there was extensive weather cleanup for the episode to ensure consistency within the sequences.
Fiona Campbell Westgate // We were fortunate that production built a large scale Jackson set. It provided a base for the full CG Jackson aerial shots and CG Set Extensions. The weather conditions at Minaty Bay presented a challenge during the filming of the end of the Battle sequence in Episode 2. While there were periods of bright sunshine, rainfall occurred during the filming of the end of the Battle sequence in Episode 2. In addition to the obvious visual effects work, it became necessary to replace the ground cover.
Rainy days, sunny days, massive sets, weather cleanup. I can’t even get my TikTok lighting correct! My mother keeps telling me I look tired. The dark circles under my eyes are because I can’t place my LED light correctly, mom! Geeze.
Having an army of infected was no easy task either:
Can you give us an insight into the technical challenges of capturing the infected horde? How much of the effect was done using CGI, and how much was achieved with practical effects?
Alex Wang // Starting with a detailed previs that Mark and Craig approved was essential for planning the horde. We understood that we would never have enough stunt performers to fill a horde, nor could they carry out some stunts that would be too dangerous. I reviewed the previs with Stunt Coordinator Marny Eng numerous times to decide the best placements for her team’s stunt performers. We also collaborated with Barrie Gower from the Prosthetics team to determine the most effective allocation of his team’s efforts. Stunt performers positioned closest to the camera would receive the full prosthetic treatment, which can take hours….
Typically, repetition in CG crowd scenes can be acceptable, such as armies with soldiers dressed in the same uniform or armor. However, for our Infected horde, Craig wanted to convey that the Infected didn’t come off an assembly line or all shop at the same clothing department store. Any repetition would feel artificial. These Infected were once civilians with families, or they were groups of raiders. We needed complex variations in height, body size, age, clothing, and hair. We built our base library of Infected, and then Nick and the Weta FX team developed a “mix and match” system, allowing the Infected to wear any costume and hair groom. A procedural texturing system was also developed for costumes, providing even greater variation.
There go my dreams of being an on-set zombie! (TBH those were dashed once before when I was escorted off the set of The Walking Dead for “being annoying.”)
If you’re interested in further exploring the VFX work on The Last of Us, I really enjoyed this video on pre-visualization for the Jackson sequence:
A Celebration of Stunts

Of course, all the VFX in the world is meaningless if there’s no actual heft to the events onscreen, and thus the Oscars at long last recognizing stunt work was such welcome news.
The Hollywood Reporter has a fantastic roundup of some of the greatest stunts of all time that likely would have won the aforementioned award (although there are some notable absences. No Mad Max Fury Road??? And where are the foreign films???).
One of my favorites is this terrifying-sounding description of the realism of the guns being fired in The Public Enemy:
“This was before the special effects boys learned how to make ‘exploding’ bullets as safe as cap guns,” recalled James Cagney, who played the title gangster. When Cagney ducks down an aisle behind a “stone” wall, a former WWI machine gunner off screen opened fire. “The wall crumbled to sawdust, and so would I had I been there two seconds before,” gulped Cagney.
You can see this here!
Of course, my favorite stunt of all time may be that time when my Aunt Joan drove through a store:
Oh Aunt Joan!
Kernels (3 links worth making popcorn for)

Here’s a round-up of cool and interesting links about Hollywood and technology:
What insanity is Warner Bros Discover up to NOW? (link)
Why Murderbot creates VFX for TWO shows. (link)
Are celebrity deepfakes on the way out? (link)