
Witcher Season 4
Season 4 of Netflix’s The Witcher signals a bold evolution for the dark fantasy series, introducing Liam Hemsworth as Geralt of Rivia and welcoming Laurence Fishburne as Regis, a barber-surgeon whose vampiric nature adds new tension to life on The Continent. Across eight episodes, the season expands the show’s political and supernatural stakes while laying the groundwork for the fifth and final season, filmed consecutively.
Vine FX returned to the world of The Witcher with a substantial multi-episode delivery, working on seven episodes and producing nearly 70 VFX shots across 18 sequences. Led by Compositing Supervisor Ole-Aleksander Nordby and Creative Lead / CG Supervisor Tim Kilgour, the Cambridge-based studio contributed creature development, close-up FX, environment extensions, combat enhancements, and established magical effects—balancing technical innovation with seamless integration to support the series’ narrative and visual continuity.
One of the season’s most striking sequences centres on a tentacle-like creature born from a character’s psychological fear. Built entirely around a pre-shot live-action performance, the asset required full end-to-end development, from concept design and sculpting to animation, Houdini-driven muscle and skin simulations, lighting, and final macro-scale compositing.
“We were given the sequence and some early ideas, but it needed full development,” said Kilgour. Drawing inspiration from octopus and jellyfish motion, tree roots, ink drips, and experimental AI imagery, the team rapidly aligned with the show’s creatives, locking the look early. Netflix then encouraged the team to push the creature’s aggression and emotional intensity, particularly in extreme close-up interactions with the actress.
Because the camera was positioned at macro distance, realism was critical. “You can’t hide anything,” explained VFX Supervisor Simon Carr. The team tracked minute facial indents to generate accurate shadow passes and maintain contact fidelity. To achieve the required organic motion, Vine FX expanded its pipeline with new Houdini-based muscle, skin sliding, and deformation systems—developed specifically for this sequence.
Despite the complexity, the creature was delivered by an exceptionally small team of just three artists. “It was incredible to see how much could be achieved with such a focused group,” said Kilgour.
Alongside creature work, Vine FX delivered extensive invisible VFX across the season’s environments. This included city extensions, sky replacements, mountain builds, clean-up work, and digital matte paintings. One major undertaking was a chase sequence in episode two, reconstructed almost entirely in CG using Lidar data and practical plates. “You wouldn’t realise how much of the landscape was altered,” said Nordby. “The work is designed to be completely invisible.”
The team also rebuilt and extended environments from blue screen stages, scaffolding-heavy locations, and partial sets. Several establishing shots introduced new regions that needed to feel authentic without resembling recognisable real-world locations, requiring a careful balance of specificity and abstraction.
Season 4’s combat demanded extensive digital augmentation, including CG sword replacements, digital arrows, blood and wound simulation, and retimed reactions to maintain stunt continuity. Some shots required full digital reconstruction of warped props, clothing, and character elements to preserve physical realism.
Vine FX also continued the show’s signature magic effects, ensuring consistency with previous seasons and the games. “The magic has rules,” said Nordby. “It needs that physical punch—otherwise it’s not The Witcher.”
The Witcher Season 4 is now streaming on Netflix.



