Nofilmschool iconNofilmschoolAug 27, 2026 ~8 min source read

How Gen V’s Emmy-Nominated VFX Balanced Practical Effects and Digital Work

VFX Supervisor Karen Heston, VFX Producer Sean Tompkins, and DNEG collaborators describe a workflow that prioritized actors’ performances, early planning during production, and a heavy technical pipeline—covering hundreds to thousands of shots across eight episodes.

Meet the Artists Behind the Emmy-Nominated VFX on Gen V

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The VFX run covered as many as eight episodes and around 1,400 shots in post simultaneously, with DNEG handling roughly 450 hero-effect shots.

Body-tracked digital doubles enabled precise simulated gore—blood, organs, bones—while preserving on-set physicality.

Gen V's visual effects aimed to feel visceral and believable even when the story's powers pushed into the outrageous. VFX Supervisor Karen Heston and VFX Producer Sean Tompkins framed VFX as an enhancement to physical performance and practical effects, not a replacement. The objective was to keep camera, lighting, and actor physicality driving each shot, and to use digital tools where practical methods could not achieve the desired result.

DNEG was an early partner for Season 2. Getting the main vendor involved while production was still shooting helped with planning and cast alignment. DNEG's Oliver Eikhoff, along with VFX Supervisors Andrew Simmonds and Bhanu Prakash, focused on matching creative intent and technical execution. That shared understanding reduced rework and kept the large-scale deliverables on track.

Post-production throughput was large: at peak there were as many as eight episodes and roughly 1,400 shots moving through post at once. DNEG reported developing multiple hero effects across about 450 of those shots. Managing that scale required upfront breakdowns, conservative shot counts, and continuous interdepartmental communication between production and vendor teams.

The team relied on a mix of practical techniques and a software toolset that supported cross-department collaboration. Adobe Substance, Adobe Premiere, and Adobe Photoshop were named as part of the pipeline used to texture, composite, and iterate on effects. For the show's more gruesome moments, artists used body-tracked digital doubles to simulate blood, organs, and bones. That method provided precise control while anchoring the action to an actor's on-set performance.

Heston emphasized finding the balance between practical effects and digital augmentation. The creative relationship with DNEG hinged on a shared aesthetic and technical language. That alignment allowed supervisors to plan which elements would be achieved on set and which would be completed in post, simplifying plate photography, tracking, and later integration.

If you're producing high-volume episodic VFX: involve your lead vendors early, prioritize decisions that keep actor performance central, and use digital doubles or simulations when you need precise control over hazardous or anatomically complex effects. Strong communication between production and VFX teams reduces ambiguity and supports concurrent work across multiple episodes.

More context around this story.

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Coyote vs. Acme: Inside DNEG’s VFX and Animation Work

For Coyote vs. Acme, DNEG brought Wile E. Coyote, Road Runner and Foghorn Leghorn to life through VFX and animation, seamlessly integrating the iconic toon characters into live-action environments, performances and props. As lead VFX partner on Coyote vs. Acme, DNEG handled work spanning hero character animation, fully

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