Visual Effects

Xbox | Series X.


We worked with 215 McCann to provide a huge-scale of VFX on Xbox’s Series X global launch campaign. The film features Daniel Kaluuya (Get Out, Black Panther) transformed into CGI as he falls through a thrilling adventure dream world, gradually gaining control and power within it.


Using the very latest techniques together with 4D facial capture, we were able to bring the fantastical elements to life and recreate Daniel as a digital human with his own face and body movements, grooming techniques for hair and realistic cloth simulation for his clothes. We joined forces with talent from our Academy Award-winning Film team, working together to concept the creative range and six different environments.

Unreal Engine allowed us to visualise the whole film and provide Ian Pons Jewell and Xbox with a high quality and highly interactive previsualization process.


The film was recognised at the Shots Awards, The Americas and the AEAF Awards, winning the Silver and Bronze awards for Visual Effects and was nominated for a VES Award for Outstanding Visual Effects. Since launched, the campaign has had over 1 million views on YouTube and was covered extensively within the media, with features including Ad Week, The Drum and Shoot.

Ian Pons Jewell
View full credits


YouTube views


Awards for VFX


Instagram reach

The human eye is extremely sensitive to the qualities of human skin and so subtle changes to the material quality can make a digital human look uncanny. It was essential to obtain excellent data of the talent being recreated. One of the specific challenges of compositing was the varying scale of our worlds. Daniel is huge in comparison to one planet – but he is also human-size on the surface of another – all in the pan of one shot.

Our team scanned Daniel in real life to obtain 4D facial capture footage of his performance, which we enhanced with rigs and key frame animation. The body performance was fully key framed, as a full motion capture shoot wasn’t possible. We applied high-res micro and scanned details to recreate an intricate digital double of Daniel and used highly comprehensive rigs and muscle simulations for the hands. MPC’s hair pipeline based around Houdini was utilised to recreate this incredibly detailed, photoreal Daniel.

Fabian Frank, Head of Creature Development, MPC

For the spaceship, we looked for naturalistic sections that we imagined machined separately. We created the watertight surface to enable reliable fracturing later on in the process. Modulated systems of internal machine parts were instanced on to each other to generate the complexity of the cityscape that was held inside the organic parts of the ship. The facial panels were created using our proprietary feather system. After extremely thorough planning we produced proxy variants of each fracture section as well as the interconnecting module pieces.


Chief Creative Director Scott Duchon
Creative Director Mat Bunnell
Senior Art Director Savannah Hicks
Director of Integrated Production Mandi Holdorf
Senior Producer Nina Roussarie
Associate Producer Jessie YBarra


Director Ian Pons Jewell
DOP Mauro Chiarello
Executive Producer Deannie O’Neil
Line Producer Megan Moore


Executive Producer Elexis Stearn
VFX Producers Nicole Saccardi, Warwick Hewett, Mireille Antoine
VFX Coordinators John Edson, Jamie Hughes
Line Producer Neela Kumuda P
Production Coordinator Sakshi Gaur
Senior Executive Producer, Colour Meghan Lang Bice
Colour Producer Sasha Pace
Creative Directors Michael Gregory, Dan Seddon
Head of Character Development Pascual Rubio Cervera
VFX Supervisors (2D) Toya Drechsler, David Filipe
VFX Supervisors (3D) Zhenya Vladi, Corinne DeOrsay, Fabian Frank
CG Supervisor Raju Ganesh S
2D Supervisor Rashabh Butani
Colourist Ricky Gausis
Colour Assists Sam Ziaie, Nate Seymour

Pre-Vis Team
Artists David Hickey, Parker Sellers, Andrew Price, Samir Patel, Fabian Frank, Kristian Bonne, James Bown, Chris Welsby, Clementine Supiot

Asset Team
Artists Silvia Bartoli, Marco Gifuni, Pascual Rubio Cervera, Michael Reed, Tom Hearne, Corinne DeOrsay, Jemmy Molero, Bibin Balan, S Shashi Kumar, Vivek Mayanglambam, Bibin Balan, Vinutha R, Selva Kumar K

Rigging Team
Artists Navin Pinto, Gretchen Asmar, Maximilian Mallman

Look Development Team
Artists Fabian Frank, Giovanni Bianchet, Pascual Rubio Cervera

Concept Team
Artists Ivan Khomenko, Leandre Lagrange, Michelle Tolo, Mike Davis, Andrew Kim, Eric Fulghum, Farid Sandoval, Jake Lunt, Lino Khay, Leandre Lagrange, Farid Sandoval

Animation Team
Artists David Bryan, Chris Welsby, Andrew Price, Samir Patel, Ty Coyle, Marco Capparelli, Clementine Supiot, Mack Knights, James Bown, Shiny Rajan

FX Team
Artists Dan Bodenstein, Nate Skeen, Rob Richardson, Selcuk Ergen, Radu Ciubotariu, Arnau Gilabert, Umesh Namdev, Ashwath Thiraviam, Kartik Gupta

Lighting Team
Artists Tim Kafka, Sherryn Pattarawuttiwong, Nate Skeen, Tom Hearne, Asher Stusek, Brendon Echsner, Zhenya Vladi, Pascual Rubio Cervera, Fabian Frank, Giovanni Bianchet, Chris Huland, Kiril Mirkov, Mattias Lullini, Stephane Ranaldi, William Laban, Aritra Sarkar, Raju Ganesh S

Compositing Team
Artists Navid Sanati, Toya Drechlser, Kyle Belko, Andy Roberts, David Ince, Hector Cabrera, Jason Heinze, Oliver Caiden, Sandra Ross, Sorie Conteh, David Piombino, Gustavo Bellon, David Filipe, Mithun Alex, Ed Taylor, Pavan Balagam, Yashvardhan Jain, Shaik Abdul Adul, Manideep Sanisetty, Yashvardhan Jain, Akula Srikanth, Abhilash A

Flame Team
Artists Claus Hansen, Sean Anderson

DMP Team
Artists Marco Genovesi, Megan Bailey, Ed Babb, Radhakrishnan R, Joyett Fernandes, Sachin sureshrao Dhapudkar, Bakiyaraj P, Shanmugavel V

Prep Team
Artists - Sreejimol C.P, Suresh P, Anurag Sing Kushwaha, Sreeji

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