Jumanji: The Next Level
361 Shots
200 Crew Members
26 Sequences
381 Assets
30372 Frames
Project Info
Client
Director
Jake Kasdan
Production Studio
Sony/Columbia Pictures
Distributor
Sony
VFX Supervisor
Mark Breakspear
VFX Producer
Tom Elder-Groebe
Rodeo FX Crew
VFX Supervisor
Alexandre Lafortune
VFX Producer
Graeme Marshall
CG Supervisor
François Lord
Compositing Supervisor
Lucian Boicu
Animation Supervisor
Yvon Jardel
After Jumanji: Welcome to the Jungle, Rodeo FX is now part of The Next Level as well.
Throughout the project, we were tasked with a variety of work, across many sequences in the film. We created a variety of visual effects, from animation, to creature work, to digidoubles, environment, and extensive FX simulation.
Our work can be seen throughout the entire film, including the opening shot of the film.
Some of our favourite work was creating photoreal CG Camel assets, animating and integrating them into a large variety of wide, medium and close up shots.
Part of our greatest accomplishments was our Oasis city work, where we created a full CG flyover shot with photoreal CG buildings, CG crowd, and extensive DMP work.
Within Oasis, we were tasked with the intense fight sequence, where we created full digidouble animation and CG take over from the live actors.
Some of our most gratifying work can be seen in the Magic River Waterfall sequence, where we animated our photo real CG Horse asset, and other CG digidouble heroes jumping into the water, then through animation, creature fx, muscle system, hair grooming and FX water simulation, created a shot where the CG Horse whips their head around like a classic shampoo advertisement.
We were once again tasked with creating a CG Hippo in the Hippo’s Back sequence with water simulation and interaction, and our team also created a rather large CG Snake for the Snake Surprise sequence that grabs a CG Digidouble of Oberon, which we animated, lit and comped.
In the Plane Drop sequence, we created the CG plane and added animation to our main digidoubles characters falling into the sand dune with blasts of sand thru FX simulation.
As was previously done for the last movie, Player Menus were created and updated for each character, getting new Strengths and Weaknesses for the story line.
The Magic Map reveals were ours once again, where the maps and locations appeared for each level. One shot in particular had a significant upgrade where we added a camera motion which zoomed in on one of the main locations. Our Matte Painting department had to fully recreate that map over some 2.5D layering to get that 3D space feeling.
We were the main vendor responsible for the massive Ice Wall sequence, creating a huge fully 3D asset incorporating many passes of FX simulation for snow.
We worked extensively on the Berry Tree room, where we were tasked with creating the actual large tree, the berry Soul transfer and the magic water effect. The team approached that effect via some multi 3D FX passes lit and comped.
Once again, Rodeo FX is proud to have had the chance to have contributed to this challenging and entertaining film.