FAQ
Questions About Working With Us
Short answers to the most common questions. Press Tell me more on any question for the longer version.
Planning & Briefs
The best starting point is simply knowing what you need.
Script pages, an effects breakdown or a general brief are usually enough to begin. Storyboards, reference images and existing aesthetic direction are very helpful where available.
From there we need to understand the scale of the project: how the effect will be used, the shooting schedule and the available budget. You don't need to arrive with every detail resolved. A script page and a conversation are often enough to get started.
As soon as you find yourself asking, "How do we do this?"
We work across prosthetics, physical gags, puppets, bodies, creatures, specialist props, rigs and unusual effects builds. If a script calls for something difficult, dangerous, impossible or simply unusual to photograph, it's worth talking to us early.
You don't need to know which technique will solve the problem. Working that out is part of our job.
Yes, and we do that regularly. We often begin with script pages, an initial brief, reference images or storyboards. Those establish the creative intention, but we'll also need to understand budget, schedule and how the sequence will actually be photographed.
A storyboard might provide 90% of the information we need. The remaining 10% can completely change how the effect should be designed.
We can provide anything from a single fabricated piece through to the complete process: concept development, design, prototyping, fabrication, testing and on-set delivery.
On larger projects we can become involved before the effect itself has been fully conceived, helping the director develop how a sequence actually works.
We're technicians when the solution is known. When the path itself is still in question, our role becomes creative collaboration.
Yes, and in many cases a hybrid approach is the best solution.
Practical effects give the camera and performers something physically real, while VFX can remove rigs and puppeteers, composite elements, extend movement or solve restrictions that would otherwise dictate how something could be photographed.
Practical and digital effects shouldn't be competing departments. We're all trying to make the same shot work.
Prosthetics & Makeup Effects
Yes. We create custom prosthetics for film, television, commercials, theatre and live events.
The priority might be invisibility, anatomical accuracy, speed, durability, transformation or something deliberately stylised. The important thing is establishing that hierarchy at the beginning, so the prosthetic is designed for what the production actually needs.
As early as possible.
Something suitable from our existing library can sometimes be supplied or adapted within days, occasionally even faster. A completely bespoke prosthetic, full suit or complicated transformation may require weeks or months of design, casting, sculpting, moulding, fabrication and testing.
If you have a date, contact us. We can tell you what's realistically achievable.
Yes.
Unless production tells us otherwise, we assume anything we make could end up in an extreme close-up, photographed at very high resolution and projected onto a very large screen.
Not everything needs that level of finish, but reducing it should be a deliberate decision based on how the piece will actually be photographed, not an assumption.
It depends on the performer and the effect.
Traditional life casting can involve reference photography, measurements, skin testing and taking an impression using materials such as silicone or alginate. Increasingly we also use digital scanning, which can be faster and allows much greater flexibility when performers are travelling or overseas.
Fittings and camera tests are then scheduled according to the complexity and performance requirements of the finished piece.
Yes, and those considerations are part of the design.
Safety always comes first. After that we're balancing appearance, performance, comfort, application and removal time, continuity, durability, schedule and budget.
The best prosthetic isn't simply the most elaborate one. It's the one that gives the production the required image safely and repeatedly within the realities of the shooting day.
Creatures, Fabrication & Props
Yes.
We make passive puppets and dummies, cable- and rod-controlled puppets, directly operated mechanisms, hand puppets, wearables, animatronic elements, practical props and specialist effects builds.
We choose the control system according to what the shot actually requires. Full animatronics are sometimes exactly right; in other circumstances a simpler mechanical or directly puppeteered solution will be faster, more reliable and considerably more economical.
Yes. Bespoke work is our bread and butter.
We have a large existing library that can be useful when speed or budget is the priority, but most of our work involves creating unique pieces for a particular production.
"One-off" doesn't necessarily mean literally one copy, as backups, duplicates or breakaway versions may be required, but making new things that haven't existed before is fundamentally what we do.
Potentially, yes, but we normally need to inspect the existing piece first.
With another maker's work, particularly a mechanical or cable-controlled build, we can't know what's happening internally until we have it in front of us, which makes accurate quoting difficult.
We're also careful about authorship and don't want to imply another artist's work is ours simply because we've modified it. Usually the sensible first step is a survey, followed by a discussion of what's practical.
The categories overlap.
A display piece is usually primarily concerned with appearance. A hero prop is expected to withstand close camera scrutiny. A working prop is engineered around what it needs to do during photography, and a hero prop can absolutely also be a working prop.
The real question is how the object will be seen, handled and used, because that determines how it should be built.
Shoot Logistics
Yes.
We're based in London and the majority of our work takes place in the UK, but we regularly travel internationally and have worked across Europe, North America and Asia.
If a production requires us on location, geography is rarely the limiting factor.
Yes. On-set support is a standard part of what we provide.
If production only needs us to fabricate pieces for its existing makeup or effects team, that's perfectly possible. Otherwise we normally expect either to attend ourselves or provide the appropriate member of our team to operate, apply, maintain, adjust and reset the effect.
Contingency is designed into the effect from the beginning.
We look at the realistic number of takes, reset time, continuity requirements and what can be repaired or reused. From there we determine where duplicates and backups are genuinely necessary.
The objective isn't to build as much as possible. It's to give production everything it realistically needs without spending money on contingency it can never use.
Yes.
Everything is urgent and shoot dates are always fixed.
Our job is to work backwards from the date production actually needs the effect, and establish what can reliably be designed, built, tested and delivered in the available time.
If the original idea isn't achievable within that window we'll tell you, and then help find another approach that is.
The fastest and most efficient approach is for production to give us an indication of the available budget and let us propose the strongest solution within it.
If a specific line-item budget can't be shared, even a broad indication of scale helps enormously.
On larger projects we'll also establish which effects matter most, so money is concentrated where it will have the greatest impact on screen rather than treating every item in the breakdown as equally important.
Scope, Collaboration & Safety
Anything involving another department should be discussed with them as early as possible.
Stunts may have safety or performance requirements that affect our build. SFX may be introducing fire, compressed air or other physical systems. Costume and makeup may be interacting directly with the same piece. VFX may need tracking, removal or compositing considerations built into the shot.
Communication between departments is paramount. It prevents safety problems, incompatible designs and production paying twice for the same solution.
Yes, and that's often when we're most useful.
The first version of an idea is very rarely identical to what finally gets photographed. Creative discoveries, budget, schedule and physical limitations all shape the sequence.
Our job isn't simply to say that something can't be done. It's to understand what the scene needs to achieve and find another way to achieve it.
Practical effects are ultimately physical, so there are limits imposed by gravity, mass, scale, mechanics, performer safety and where operators or rigs can physically exist.
VFX can remove many of those restrictions: painting out puppeteers and rigs, hiding edits, compositing separately photographed elements or extending movement beyond what is physically possible.
The right answer may be practical, digital or hybrid. We don't have an ideological preference. The priority is whatever best serves the narrative.
How We Think About Effects
Audience response.
Craft matters enormously, but the finished effect exists for the film, not the workshop. Success means it looks on screen the way we intended and creates the response the scene requires.
If an extraordinary amount of work never meaningfully reaches the audience, that's often a sign that time and money could have been spent more effectively elsewhere.
By going back to the story.
Rather than asking how to make the same effect cheaper, we ask what the scene is actually doing: whose experience matters, what the moment means and what response we want from the audience.
Once we understand the purpose of the effect, we can strip away things that don't contribute to it without sacrificing the part that matters.
When the path itself is still in question.
Once the solution is established, our work becomes much more technical: design development, fabrication, testing and execution. But during development, or whenever circumstances force the original plan to change, the job becomes creative again.
Knowing the story and intended audience response allows us to propose alternatives that are not only technically possible but dramatically appropriate.
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