/ animation

/ art departments

/ assets / compositing

/ crowd digital

/ environments

/ digital matte painting

/ fx

/ layout

/ lighting

/ previsualization

/ production

/ r&d

/ rigging

/ roto prep


The concept of compositing was born at the end of the 19th century, with artists such as George Méliès.
It was then developed by technical innovators such as Petro Vlahos.
These early pioneers and their techniques still influence the way we work in compositing today!
At WLAB we now use digital compositing software to combine multiple source images, such as digital matte paintings, full CG environments, CG creatures, and live action plates to produce a credible and photorealistic final image.
Compositing is one of the last stages of post-production; hence, a compositor is one of the last people to touch a scene before it reaches the movie screens.


3D computer graphics facilitate the design process of an object throughout the early stages of study.
Most of the scenes that need to be approved by a client or a director before being finalized, are first made in 3D computer graphics. This allows them to analyze and understand with absolute accuracy and certainty how a scene is going to be created.
Today, through surreal combinations and immersive experiences with real-time rendering, it is possible to go beyond the two-dimensionality of traditional communication, guaranteeing greater comprehensibility of the general environment of the scene.
The passion, technique and creativity of our digital artists bring reality to a new life, distorting it, transforming it or integrating it accordingly to the style they want to achieve.


The FX department creates computer-generated elements for natural phenomena such as fire, water, smoke and dust and for physics-based simulations. Also, they basically create all those “elements” that are risky or difficult to shoot on set, from destruction and explosions, to snow and grain sim.
In addition to all that, this team creates original solutions for more surreal effects such as magic, energy and abstract effects.
Our FX artists need a good balance between technical and artistic skills, as well as an ability to combine the use of different cutting-edge software.

Environments / Digital Matte Painting

The Digital Environment team is responsible for creating a range of ecosystems, from naturalistic to human, from ancient to futuristic.
We can both adapt to the aesthetics of any film by extending a set seamlessly, and create images from a completely blank canvas. In fact, we master a wide range of tools and techniques, which have been core to the success of countless blockbusters.
Our artists work in small, focused groups that collaborate together to deliver a specific shot or a series of shots for a unique project.
Each artist has a well-defined set of roles and responsibilities that allow them to help create brilliant images as part of this creative drive.

Crowd Digital

WLAB’s Crowd team literally simulates large “crowds” of characters and objects, be they humans, animals, vehicles or aliens. This department employs a mix of software and is able to work on any number of agents, from a couple of people to several hundred thousand.
Typically, this team is able to create lifelike crowds indistinguishable from the real thing, getting involved in creating huge armies, flocks of birds, herds of mammoths, swarms of insects, hordes of zombies, and several other types of simulations.