The King VFX visual effects by Future Associate
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The King

StudioNetflix
Year2019
FormatFeature Film
DirectorDavid Michôd
200+
VFX Shots
Delivered.
/ VFX Breakdown
About the Project

David Michôd's adaptation of Shakespeare's Henriad: Henry IV Parts 1 and 2 and Henry V, collapsed into a single, austere portrait of a young king pulled into a war he never wanted. Hal, Falstaff, the Dauphin, King Henry IV and Catherine are the central figures. Co-written by Michôd and Edgerton. Produced by Plan B Entertainment with Porchlight Films.

The film is a study in restraint: long takes, natural light, mud, weather, period detail held to an unforgiving standard. The visual effects on a film like this are designed not to be noticed.

Our Work

The King was Future Associate's first feature film. The work was largely invisible: period cleanup of practical locations, set and environment extensions, large-scale 2D crowd replication, performance compositing, and a small amount of focused 3D animation.

The film was shot on Alexa 65 with anamorphic lenses. Plates were delivered at 6.5K and downscaled in-house to 4K for all compositing work. The volume of data moving through the studio across the run of the film was substantial, and building that pipeline cleanly was a foundational exercise for the company.

/ The Opening Shot — Aftermath of Battle

The opening shot of the film runs for over 100 seconds, the longest shot in our entire run on the show. It's a long, beautiful piece of cinematography: sunset across the aftermath of Henry IV's battle with the Scots, bodies on the ground, Hotspur walking among the dead. It also opens our reel.

Production captured the plate as a single dramatic take. Our task was to fill the frame out, to make the aftermath read at the scale the moment demands. We added more dead bodies across the field, particularly in the distance frame right. Pools of blood were painted onto the ground. Head wounds were added to the figures closer to camera. Modern buildings were painted out of the background. Fires, smoke and atmospheric haze were layered through the scene to give the air the weight of what had just happened. Halfway through the shot we executed a 2D push-in on the hero, extending the camera language of the take without re-photographing it.

It's a sequence built up in patient layers, and it sets the tone for everything the audience is about to watch.

/ The Army's March

The second shot on the reel is one of the army's march sequences: hundreds of extras walking through an open field, some on horseback, the column moving through frame as the camera holds on the advance. The take runs nearly 1,500 frames at 24fps, over a minute of continuous foreground action.

Production wanted the army to read larger than what was practically on the day. Our approach was to use the take itself as its own crowd extension element. We took the first portion of the take, when the front of the column was still in the distance, and used it as a background plate. We then rotoscoped and keyed the foreground hundred or so figures on a frame-by-frame basis as they walked toward camera, and laid that earlier portion of the take in behind them. The result effectively doubled the size of the army.

Painstaking roto and key work across a 1,500-frame shot, but the technique meant every figure in the resulting army was real. No CG soldiers, no library elements. Just the same shot, used twice, in two different places in time.

The companion shot in the same sequence — a profile angle on the army's approach — used the same technique, building the scale of the column out of its own footage while we extended the line of soldiers to the far end of the field, painted out crew and equipment, and removed a modern road screen-left.

/ The Battlefield Crowd Approach

Around twenty shots across the show used variations on this crowd replication approach: pulling figures from off-axis plates and from earlier portions of the same take, then building them back into frame to plug holes in the geography of the action. The principle behind all of it was the same. Keep the audience inside the battlefield. Make it feel like you can't get out. The action has to wrap around you 360 degrees, and any visible gap reads as a hole in the world.

For the wider crowd extensions, supplemental coverage was shot on set with a Blackmagic camera positioned off-axis to the main production cameras. While the principal photography was running, the Blackmagic captured additional footage of the same extras moving through the same space from a different angle. We then rotoscoped those figures from the off-axis plates and composited them into the backgrounds of the hero shots, duplicating, repositioning and integrating them into the camera move on the main plate. The entire approach was 2D. No CG crowd, no Massive simulation. Just careful, methodical roto and comp, supported by smart on-set planning that gave us the elements we needed to work with.

/ The French Camp at Night

A 34-second night shot of Hal walking to the edge of his camp before the battle. On the horizon, beyond the ridge, the orange glow of the French camp burning out of frame.

Production had practical lights placed on the horizon to give the camera something to work with. In our breakdown for this shot you can see the original plate with those production lights visible on the ridge line. Our work was to remove those practical lights cleanly, then build the scene the moment was meant to deliver: tinting the horizon with an orange glow, layering atmospheric haze through the air, and grading the sky to feel like a camp is burning just out of view.

It's a quiet shot. The audience never sees the French camp directly. But they understand exactly what's on the other side of that ridge, and what Hal is looking at as he stands at the edge of his own.

/ Mud, Rain and the Battle of Agincourt

The Battle of Agincourt sequences required the same crowd extension approach in a much harsher environment. The plates were shot in mud, in weather, with the cast and crew already deep in the chaos of the battle. Our task was to plug the holes, to extend the action so the battlefield reads as 360 degrees of warfare around the camera.

We added 2D rain across the sequences where the practical rain didn't carry through frame. We extended the action into the background to fill any visible gaps in the chaos. We built up the geography of the field so that no matter where the camera turned, there was something happening: a soldier, a horse, a clash, smoke. The principle through all of it was containment. The audience has to feel surrounded. They have to feel like the battlefield doesn't end at the edge of the frame.

/ The Execution Sequence

A castle exterior, Hal watching an execution. The location had its own architectural character, but two specific elements needed work to read as period.

First, the windows. Wide-paned modern windows would have undone the moment, so we executed a matte painting across the building's facade to narrow them down, restoring them to the kind of slim, defensive openings a 15th-century fortification would actually have. The kind of windows an archer could shoot through.

Second, the roofline. We added crenellations along the top of the castle walls, the toothed parapets that read instantly as medieval fortification. Once both elements were in, the building stops reading as a historic location dressed for film and starts reading as the actual castle of the period.

/ The Drawbridge

A 2D matte painting and animation. A castle gate that lifts vertically: pointed teeth on the bottom of the gate, the whole thing rising up into the second floor of the structure as Hal walks through. Built in 2D, animated in comp.

/ Period Cleanup

The single largest body of work across the show was period cleanup. The locations couldn't always be modified. Production couldn't tear out the doorways and the windows of a real working historic building, and they relied on the visual effects to bring those locations the rest of the way into the period.

The list of fixes runs across most of the interior and exterior sequences in the film: drainpipes painted out of buildings, modern chimneys removed, contemporary wooden doors replaced or painted out, window panes altered, electrical fittings removed from walls, holes in wood panels patched, modern door handles taken off, a green ring around a stained glass emblem removed, antlers and taxidermy taken off interior walls where the dressing didn't suit the moment, crew reflections cleaned off props, dolly tracks painted out, a sword's safety guard removed, hooks painted off tent pegs, modern heels and soles painted off soldiers' shoes.

In a garden sequence, Hal and Catherine walking through the grounds, the hedges had been cut with modern equipment and read too cleanly. We roughed them up, taking the manicured edges off the topiary so that the garden felt like it was being maintained by 15th-century hands rather than by an electric trimmer.

Each fix is small. Cumulatively, they're the reason the film stays inside its century.

/ Split Screen Compositing

A significant portion of the show was split-screen compositing: combining the best moments from different takes into single shots, frame by frame, across most of the dialogue-heavy sequences in the film. This is the kind of work that nobody ever sees. If we got it right, the audience watches a single uninterrupted performance. If we got it wrong, every cut would announce itself.

A specific example: a Falstaff shot where his head movement between takes had to be neutralised, and a background extra needed to be stopped from breathing, both within the same frame.

/ The Mechanical Chicken

The final shot on our reel is the mechanical chicken, a small, magical prop gifted at the high table. The art department built the chicken as a working practical prop that could walk along the table, but the build required two large stabilising feet to hold it upright through the action. Those feet were not what the moment called for.

Our task was to remove the practical feet and replace them with a pair of articulated metallic legs that suited the prop's mechanical, ornate character. We built the legs in 3D, rigged them, and animated them to match the rhythm of the original prop's movement. The legs were lit to sit inside the dim, candle-lit dining environment, and rendered with occlusion passes for compositing into the plate.

It's a single shot. Most of the audience won't realise anything was done to it. But the moment lives or dies on the chicken reading as authentically mechanical, and the work brought it across the line.

Opening shot — battlefield aftermath, body and gore additions, blood pools, head wounds, modern building removal, atmospheric fires and smoke, 2D push-in
The army's march — 1,500-frame crowd duplication using the take's own earlier footage as background plate, soldier line extensions, crew and modern road removal
Battlefield crowd extension — Blackmagic off-axis supplemental plates rotoed and integrated as 2D crowd, approx. 20 shots across the show
The French camp at night — practical light removal, horizon glow and burning camp atmospherics
Battle of Agincourt — battlefield extension, 2D rain, crowd fills, 360-degree action containment
Execution sequence — castle exterior matte painting, window narrowing, crenellations added to roofline
Drawbridge — 2D matte painting and animation, vertical-lifting castle gate
Period cleanup — drainpipes, chimneys, modern doors, electrical fittings, panel holes, taxidermy, modern footwear, dolly tracks, sword safeties, topiary, across the full show
Split-screen compositing — performance compositing across most dialogue sequences, including Falstaff head-movement and background-extra fixes
Mechanical chicken — 3D leg build, rig, animation, lighting and comp into low-light interior
200+ VFX shots — Future Associate's first feature film