BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:America/Los_Angeles X-LIC-LOCATION:America/Los_Angeles BEGIN:DAYLIGHT TZOFFSETFROM:-0800 TZOFFSETTO:-0700 TZNAME:PDT DTSTART:19700308T020000 RRULE:FREQ=YEARLY;BYMONTH=3;BYDAY=2SU END:DAYLIGHT BEGIN:STANDARD TZOFFSETFROM:-0700 TZOFFSETTO:-0800 TZNAME:PST DTSTART:19701101T020000 RRULE:FREQ=YEARLY;BYMONTH=11;BYDAY=1SU END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20260417T190157Z LOCATION:West Building\, Ballroom AB DTSTART;TZID=America/Los_Angeles:20250813T140000 DTEND;TZID=America/Los_Angeles:20250813T144500 UID:siggraph_SIGGRAPH 2025_sess275_pros_101@linklings.com SUMMARY:Through the Storm: The VFX of ‘The Last of Us’ from Season One to Season Two DESCRIPTION:Stephen James, Melaina Mace, and Roberto Rodricks (DNEG)\n\nJo in DNEG VFX Supervisor Stephen James, DFX Supervisor Melaina Mace, and FX Supervisor Roberto Rodricks for a behind-the-scenes look at the visual eff ects that brought the incredible episodic series ‘The Last of Us’ to life !\n\nFollowing the success of its award-winning work on the first season, DNEG was proud to return as a key visual effects partner for the highly an ticipated second season. To kick off the session, the team will take the a udience back to the first season where they reimagined, recreated, and bro ught to life iconic locations and environments from the video game, delive ring over 530 visual effects shots across 71 sequences. \n\nNow – in the s eries’ second season – Stephen, Melaina, and Roberto will discuss the show ’s evolution and how the iconic visuals have developed and changed since t he first season. \n\nThis season, the DNEG team imagined and built a post- apocalyptic Seattle, taking what they had learned from the first season an d pushing the environment destruction and vegetation overgrowth even furth er. For ‘The Last of Us’ season two, DNEG’s artists delivered some of the company’s most complex and detailed environment, FX and compositing work t o date. \n\nThe series culminates in the series’ most ambitious episode ye t, which sees DNEG’s fully CG post-apocalyptic city environment hit by a h uge storm, demanding some of the most detailed and complex ocean and water FX work that DNEG has ever delivered. \n\nThis talk will offer an in-dept h and comprehensive look at the ground-breaking VFX work that created the locations, environments, and FX that brought the ‘The Last of Us’ season t wo to life, cementing its standing as one of the most successful video-gam e adaptions ever.\n\nInterest Area: Production & Animation\n\nRecording: N ot Livestreamed, Not Recorded\n\nKeyword: Animation, Capture/Scanning, Ind ustry Insight, Lighting, Simulation\n\nRegistration Category: Full Confere nce, Wednesday\n\n END:VEVENT END:VCALENDAR