“Black Mirror’s” prominent season 4 episode “USS Callister” wore their “Star Trek” effect on his sleeve. When Netflix announced that season 7 of the technical horror anthology created by Charlie Brooker would return to that world in “USS Callister: In Infinity”, VFX supervisor James Maclachlan knew that the visual elements in the new section would have to broaden their influence.
In the sequel, the digital avatarna in Nanette (Cristin Milioti) and her crew that the evil gaming company with founder Robert Daly (Jesse Pemons) created to torture forever in the larger Infinity game and must clear for deliveries from other players to survive. According to Maclachlan, it was his biggest challenges to create the appearance of the virtual world and its many environmental deserts, forest, ice plane and to control the violence from hyperrealism.
“” No man’s sky “came up a couple of times, just when it comes to how we built into these worlds,” he said, referring to the colorful, retro-futuristic multiplayer survival game by Hello Games. “It was really important that it wasn’t Gory and Bloody. It was game-y, when it comes to fragg and teleportation and all these kinds of things.” (“Fragging” is gamer speech for killing an opponent and blown them into pieces.) First created the team “glassy explosions that were like screens”, but they felt violent. So they designed explosions whose particles looked like less disturbing cubes.
To create the space battles embraced “USS Callister: Into Infinity” “Star Wars” as much as the original section nodded to “Star Trek.” It becomes most clear in the last dogfight between Callister Crew and online players gathered by Dale’s business partner Walton (Jimmi Simpson) to take them out. Maclachlan, his team and director Toby Haynes began choreographing the sequence in an office with paper aircraft and telephone cameras. “It gives you the legs for how some of the heroes need to play,” Maclachlan said.
In addition to “Star Wars”, they studied WWII Fighter Jet images and high energy car films like “Rush”. When they broke the last space battle, when Nanette kills a Daly clone in the death-star-like heart of infinity and releases its digital prison team, Maclachlan, Brooker and Haynes again focused on keeping the attacks anchored in an obviously fictional world of video game aesthetic.
“It was important to make sure that we did not build it in a way that it felt too founded in reality,” explained the VFX supervisor. I think it’s when you start falling apart a bit. It is important that infinity felt engrossing. You must understand that you are in a game world at these times. And then you have laser fire, you have all this beautiful light. You have swirling vessels flying around and shooting at each other. It is something that we are completely used to. “
This story first ran down to the Wire Drama issue of Thewrap’s Awards Magazine. Read more from Down to the Wire Drama question here.