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Adel Abada

Adel Abada

Oct 31, 2026

speaker_0HOST
4:44
Adele, where did VFX become especially important in helping push the scale of visual language in the film beyond what the audiences might expect from animation?
4:55
I think it's a kind of to reframe things, really the role of the visual effects supervisor, which I was doing in partnership with Josh Herrick, who was my counterpart at Skydance Animation.
5:06
It's really overseeing the entire project, you know, and it's collaborative work, right? We work with the art director, production designer, Felix Paul, cinematographer Eric Smith.
5:18
we work with all these groups and really our intention is to make sure that the art can reach the highest level but on time as well because you have 18 months to do this from beginning to end and it's really multiple department multiple tasks and you know the highest quality that you need to reach so it's always keeping track of what we can do the creativity of our team to achieve that look in a shorter amount of time so we rely a lot on the uh the work of the artist And, you know, it was it was an absolute excitement to me to be on that project because of just that name.
5:53
And then all the team and the leadership that came along from Skydance was really exciting.
5:58
And I think I can speak truly to the relationship that we have.
6:02
It was like there was no almost no client kind of relationship.
speaker_0HOST
10:09
What do you hope audiences will take away talking about after they experience Ray O'Connor?
Daniel Howat
Daniel HowatCORRESPONDENT
56:04
Tell me about the challenges that you and your team ran up against in building out this city.
56:09
So the...
56:11
The challenge was, that's the first impression, because I remember sitting down with the environment supervisor and the head of assets and like, okay, last time we built a city, it was for 30 shots.
56:22
This one is 300.
56:24
And it's a different style and a different demand because it's a Bradford movie, you know, the quality is going to go as high.
56:31
And we knew early on it's not going to be just assets because you build the assets, then there's the windows, right? There's a night scene that you will see later on.
56:40
Windows have to have depth.

6 MINS LATER

Daniel Howat
Daniel HowatCORRESPONDENT
62:21
to make it happen.

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