SYNOPSIS
The Assassin unfolds across diverse international landscapes - from sun-soaked Greek islands to arid desert prisons — blending high-octane action with personal stakes. Our visual effects work was essential in building immersive environments and amplifying action sequences, while remaining grounded in the show’s gritty, cinematic tone.
HOW WE ACHIEVED IT
Full 3D Island Creation & Water Simulation:
To match the remote Greek island location of the assassin’s secluded home, we built a fully CG island environment from the ground up. Using topographical reference and real-world satellite data as a foundation, our environment team sculpted terrain and vegetation to align with the production’s vision. Realistic water simulations brought the surrounding sea to life, with custom ocean shaders, dynamic wave movement, and atmospheric lighting, seamlessly composited into wide establishing shots and aerial passes.
Desert Prison Environment:
We developed a fully CG prison structure nestled in a remote desert setting. Integrated with live-action plates and drone footage, the prison featured detailed textures, simulated heat distortion, and subtle atmospheric FX (dust, wind-blown sand) to enhance realism and sense of isolation.
Gunfire, Blood Splatters & Muzzle Flashes:
Dozens of firearm sequences were augmented with enhanced muzzle flashes, directional lighting flares, impact hits, and stylised blood FX. Using a blend of practical elements and digital augmentation, we ensured each shot felt weighty and violent while avoiding over-stylisation.
Rooftop Chase & Stunt Augmentation:
One of the standout sequences involved the assassin’s son sprinting across rooftops in a high-speed pursuit. We extended rooftops, replaced backgrounds, and enhanced stunt continuity, maintaining visual tension and geography.
Close Combat Sequences - Cheese Fork & Blowtorch Fight:
We enhanced several close-quarter fight scenes, including one intense and unusual combat involving a cheese fork and a blowtorch. Sparks, practical weapon extensions, contact hits, blood and ambient lighting interactions were added to heighten impact without sacrificing realism.
Driving Comps – Green Screen / Blue Screen Integration:
We delivered a range of driving sequences shot against green/blue screens, replacing windows with carefully tracked background plates. Reflections and interior lighting were matched to location references, keeping the driving scenes fully immersive.
Explosions & Environmental Destruction:
Explosion sequences were augmented with flying debris, volumetric smoke, rolling shockwaves, and ember passes to elevate danger and spectacle. Our compositors layered practical pyrotechnics with 3D simulations to create full-scene integration.
Set Extensions & Object Inserts:
• Roof Extensions: We digitally extended house rooftops, integrating CG tilework and structural elements to match existing architecture.
• Window Breakage: Several action beats involved glass shattering — created in 3D with dynamic simulations for breakage patterns and shard trajectories.
• 3D Yachts & Helicopters: We added yachts in background plates to enhance the coastal setting, and inserted a helicopter into sky shots — complete with rotor wash and atmospheric interaction for realism.
• Binocular POVs: Multiple POV sequences were treated with custom binocular HUD overlays and magnified image warping for character perspective scenes.