When a massive sinkhole swallows part of Los Angeles, it splits a family in two, separating them across time and into an unexplained primeval world. La Brea is a high-concept sci-fi adventure series combining prehistoric environments, creature work, and large-scale disaster sequences on NBC.
Future Associate delivered 80+ shots across two episodes: a significant snowstorm sequence and its aftermath, a cave escape above a bubbling tar pit, and extensive wire and harness removal work across stunt-heavy photography. Large-scale environmental effects built from the ground up in Houdini FX and Redshift, and precise invisible compositing to support stunt performance photography.
Episode 207, the season's fall finale, sees cold weather descend on the survivors' camp in 10,000 B.C. A significant snowstorm becomes one of the episode's central environmental threats, and our job was to build that storm from scratch, then show what the world looked like the morning after.
During the storm itself, we handled sky replacements and a range of atmospheric effects across multiple shots. Falling snow was created using a combination of live action practical elements and CG simulations built in Houdini FX. Mist and atmospheric haze were also simulated in Houdini FX. All of it was composited in Nuke.
For the wider shots, we used 3D Equalizer for camera tracking, which allowed us to correctly place the snow and mist simulations in three-dimensional space relative to the camera. Trees and a semi trailer in the scene were rotoscoped so that we could layer the falling snow and mist at multiple depths, building a genuine sense of volume and atmosphere rather than a flat layer of white over the image. Depth grading was applied to reduce contrast and saturation toward the back of the frame, softening the rocky outcrop visible in the distance and reinforcing the sense that visibility was dropping off into the storm.
One shot required a significant stormy sky addition, with characters in the foreground looking up at what was originally a relatively bare sky. We replaced it with a dramatic storm front and added a flock of prehistoric birds, assets supplied by MPC, integrating them into the atmosphere with effects snow and mist.
The approaching storm front itself was built from a series of still photographs of severe weather cloud formations. Those images were cut into multiple layers and animated in 2D to create the impression of a vast, rolling front moving toward camera. The layered approach gave the cloud mass a sense of depth and scale that a single image could not provide, with effects snow and mist composited over the top to tie the build into the rest of the sequence.
The morning after the storm, the world needed to look like it had been through something. The snowfall was not deep. Roughly 20 to 30 centimetres, with significant melting already underway, so the look was patchy and residual rather than a blanket of white. Getting that right across the campground required a precise and considered approach.
We began with digital matte painting work on the surrounding trees and vegetation. The concept was a bright, still morning after the storm had passed, with ice particles and icicles settled on branches and leaves. We painted those elements up and oriented the matte paintings toward the sun to capture the quality of light that would exist in that moment. Snow was visible in the distance, with frosted ice detail in the foreground vegetation.
For the campground itself, we used 3D Equalizer to track the wider shots and projected stock photography of patchy snow onto the ground plane in Nuke. The placement of snow patches was deliberate: we positioned them to read clearly as natural accumulation while also minimising the amount of rotoscoping required around the people in the scene. Snow was added near characters, away from characters, on top of vehicles, and on set dressing throughout the camp.
Where the ground was visible but snow-free, subtle grading was applied to give the surface a frozen, icy sheen that read as cold and wet. The same grading logic was applied to the vegetation: the edges of leaves and broken branches in both the foreground and background were shifted toward white and partially desaturated, creating the impression of settled frost and ice without needing to paint every element individually. Foreground and background vegetation were treated separately to maintain depth in the image.
For episode 210, we worked on an interior cave sequence in which characters attempt to escape by climbing a rope ladder up toward a hole in the cave ceiling. A tar pit occupies the cave floor below them, and the sequence is shot from two distinct setups: camera on the ground looking up at the climbers, and camera above looking down.
The ground-looking-up setup was shot with stunt performers on wire rigs. Wire and harness removal across those shots was the primary technical task, carried out in Nuke against the practical cave set and the cave ceiling above.
The looking-down setup presented a different kind of problem. The characters were shot on a partial rope ladder on a green screen stage, relatively close to the studio floor. The ladder needed to feel like it extended a long way down into the cave below them. We did a green screen extraction of the performers, removed harnesses and tracking markers, and extended the rope ladder downward behind the characters in Nuke to sell the height. Live action footage of a bubbling tar pit surface was composited in behind and below to complete the cave floor, giving the scene the sense of a genuine drop and a dangerous, viscous surface waiting at the bottom.