Why Women Kill S1 VFX visual effects by Future Associate
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Why Women Kill S1

NetworkCBS All Access
Season1
FormatSeries
CreatorMarc Cherry
230+
VFX Shots
Delivered.
/ VFX Breakdown
About the Project

An anthology series that follows three women in different decades all living in the same house, as they deal with infidelity and betrayals in their marriages.

Our Work

Future Associate delivered 230+ VFX shots across the production — a largely invisible body of work spanning blue screen compositing, set extensions, driving comps, period signage, and a climactic sequence that brought two separate time periods into the same frame.

/ Background Plates — Period in Motion

The backbone of the blue screen work on Why Women Kill was a set of background plates shot specifically for the production on a RED camera. The show spans three distinct time periods — 1963, 1984 and the present day — all anchored in the same house, which meant exterior backing plates had to serve a wide range of tonal and period requirements. Multiple angles were captured to give us the coverage we needed across different scene setups, and for the wider shots we stitched these together to create seamless panoramic environments. The plates were shot in both daylight and at night, covering the full range of scenes in the cut.

Even with clean plates as a starting point, significant work was required before they could go to air. The footage needed stabilisation — removing the subtle drift and breathing that comes with any location shoot — along with cleanup passes to strip any modern elements that would break period. Environment grading adjustments were then applied to bring the world outside those windows into the correct era. The goal was always for the backgrounds to feel entirely embedded in the frame — not a separate element composited behind the actors, but the world those characters genuinely inhabit.

/ Set Extensions — The Invisible Architecture

The production built limited practical sets for the series — a pragmatic decision that was always going to require VFX to complete the picture. Several of those sets needed to work across multiple time periods, meaning the same physical space had to read convincingly as both a 1960s interior and a modern one depending on where you were in the timeline.

We approached the extensions using a combination of reference photography supplied as stills by the production and our own digital matte painting additions where the stills couldn't cover the required camera angle or spatial read. Getting the extensions to make spatial sense was the priority — a badly built extension betrays itself through incorrect perspective, scale or lighting, and no amount of texture work rescues it once the geometry is wrong.

This is among the most invisible work in visual effects. There's no explosion, no creature, no transformation — just a world that feels complete when it shouldn't be. Done well, the audience never knows the set ends where it does. The practical value is significant: expanding sets in VFX rather than on the physical build reduces construction costs and gives the series a sense of scale and environment that the stage alone couldn't deliver.

/ Driving Comps

Why Women Kill featured a significant number of driving composites — in-car scenes where the world moving past the windows had to be built entirely in post. We were supplied with a substantial library of background plates covering multiple angles, which we stitched together and applied perspective corrections to, ensuring the moving world outside each window tracked correctly relative to the camera position inside the car.

Driving comps are one of the more unforgiving disciplines in compositing. When they're done well, nobody notices — the audience simply believes they're watching a car in motion. When the despill is off, or the lighting on the actors doesn't match the apparent time of day outside, or the background speed doesn't feel right relative to the focal length, it reads as false immediately and becomes a persistent distraction. We paid careful attention to the despill on every shot — ensuring the blue fringe from the screen was cleanly removed without robbing the actors of their natural edge detail — and matched the lighting interaction between the exterior plates and the on-set lighting to keep actor and background in the same world.

/ The White Diamond

One of the fictional locations in the series is The White Diamond — a 1960s nightclub that exists only within the world of the show. Our job was to build it out through signage additions: the lettering, graphics and period dressing that establish a location and make it feel like a real place rather than a dressed set. Getting the signage right for a 1960s club required matching the typography, material quality and lighting behaviour of the era — elements that had to feel as though they'd always been there, not placed in post.

/ The Graveyard Sequence

Several scenes were shot in studio as pieces to camera and then composited into an outdoor graveyard environment in post. The graveyard world was assembled from a combination of digital matte painting, location plates and stock photography — layered together to give depth and spatial credibility to what was shot entirely indoors. The studio footage required heavy exposure and grading work to close the gap between a controlled interior and the flat, overcast quality of an outdoor cemetery — the even, directionless light that is specific to an overcast exterior and difficult to replicate on stage.

One of these graveyard shots carried a more complex brief. The sequence required a transition from a photographic graveyard environment into the final frame of a painting hanging on a gallery wall, with a character entering the gallery as the image resolves. We built the stylised painting treatment directly into the comp — introducing the texture and surface quality of an oil painting, softening edges, applying brushwork micro-detail, and shifting the colour palette into what you'd expect of a framed work rather than a photograph. The result is a single unbroken shot that crosses from one reality into another, the graveyard world slowly becoming the canvas, complete by the time the character steps into frame.

/ The Climactic Crossover

The series climax brings characters from two separate time periods — the 1960s and the present day — into the same space simultaneously. This was achieved through a combination of split screens and rotoscoping, with characters individually isolated from their respective plates so that people from different eras could share a frame without ever having been on set together. The split lines had to follow the geometry of the house interior and remain entirely invisible to the audience.

To make the combined space work spatially, we extended the sets significantly. Each time period had been built and photographed separately on its own physical set, and our role in the climax was to tie them together into a single coherent environment — adding rooms and spatial depth through digital extensions so the crossover felt housed in a real, continuous building rather than assembled from separate pieces.

The sequence also called for practical effects work: gunfire flashes, bloodshots and blood on the floor were all composited into the action. The bloodshot work was particularly involved — as the actor falls, their costume wobbles and shifts frame by frame, and the blood texture had to track and warp precisely to that movement throughout. This was handled by one of our compositors in Nuke, shot by shot, tracking a patch to the fabric and carefully warping the blood to follow every subtle movement of the costume as the character goes down. It's the kind of work that only becomes apparent when it's wrong — a blood element that floats slightly off the fabric, or lags a frame behind the motion, immediately reads as false. Done correctly, it's invisible.

The hero knife — a recurring visual motif that had built its identity across the series — required specific enhancement. The prop was rubber for safety reasons and didn't carry the metallic read the shot required, and the blood on the blade wasn't wet or present enough on camera. We rebuilt the blade's surface to restore its cold reflective quality, and constructed the blood tracking down it — wet, thick and physically specific to the knife's geometry — to deliver the image the scene and the show demanded.

/ The Detail Work

A well-executed VFX package on a show like this is defined as much by the accumulation of invisible work as by any individual set piece — signage removals, production artifacts cleaned from frame, small additions the edit needed but the shoot couldn't deliver. Across 230+ shots, that work adds up.

One shot near the end of the series illustrates the discipline precisely. A syringe is administered to one of the characters — but on the day, the prop couldn't safely contain liquid. A pressure pad used to compress the plunger was painted out entirely, and the liquid inside the transparent syringe barrel was added in post. A syringe is a transparent cylinder with a curved surface, and liquid inside it refracts and reflects light in ways that are specific to its position in the frame, the lighting rig, and the background it sits against. Getting that refraction and reflection right — so the liquid reads as physically present inside the prop rather than overlaid on top of it — is slow, exacting work. It's a shot that will be on screen for a few seconds, and nobody watching should have any reason to think about it.

Background plates — RED camera, multi-angle, day and night, stitched for wide shots
Stabilisation and cleanup — period environment grading across all interior window composites
Set extensions — photographic reference stills and DMP, multiple time periods from shared sets
Driving comps — multi-angle plate library, perspective correction, despill, lighting match
The White Diamond — 1960s fictional club, period signage additions
Graveyard composites — studio pieces to camera, heavy exposure and grading, DMP/plates/stock layered for depth
Graveyard-to-painting transition — single shot bridging photographic and painted reality, oil painting stylisation built into comp
Climactic crossover — split screens, rotoscoping, two time periods combined in frame
Digital set extensions — additional rooms built to tie separately-constructed sets into one continuous space
Practical effects — gunfire, floor blood, and bloodshot tracking warped frame-by-frame in Nuke to match actor costume movement
Hero knife — rubber prop enhanced, metallic surface restored, wet blood constructed on blade geometry
Syringe — pressure pad removed, liquid added with accurate refraction and reflection through transparent barrel
230+ VFX shots across the full production