
The process wall
Location-dependent and greenscreen-heavy television production separates the people making creative decisions on set from the people finishing the image months later in post. Epic Games' own account, published 20 February 2020 and written by engineer Jeff Farris, describes the alternative built for The Mandalorian: a soundstage 'surrounded by massive LED walls displaying dynamic digital sets,' with the digital content able 'to react to and manipulate' in real time during live production rather than composited afterward.
What the documents show
Epic's account states the technical configuration plainly: by the time shooting began, 'Unreal Engine was running on four synchronized PCs to drive the pixels on the LED walls in real time,' with three Unreal operators adjusting the virtual scene, lighting and effects live, and the on-set crew able to control the scene remotely from an iPad. Epic states this workflow 'was used to film more than half of The Mandalorian Season 1.' ILM's own account supplies the collaborator's side and a detail the Epic post omits: preliminary testing in 2018, then the first ILM StageCraft LED Volume 'constructed at scale on a soundstage at Manhattan Beach Studios' during the first season's 2019 production. ILM's page adds that the volume rendered '60+ photo-real virtual environments,' used alongside 'over 4000 traditional visual effects shots created in post.'
Authorship and limitation
The mechanism is in-camera real-time rendering, not a virtual-set preview: because the LED wall's imagery was captured directly by the production camera, with matching parallax and reflections, ILM's account states the volume produced final-pixel results for many shots rather than a placeholder to be replaced later, which is the specific distinction between virtual production as shown here and a conventional greenscreen or previs pass. Both documents describe a supplement to, not a replacement for, traditional visual effects: ILM's own figure of over 4000 conventional post shots that same season shows the volume addressed a specific category of shot, largely backgrounds, rather than the whole visual-effects workload.
What survives
What a production keeps control of inside the volume is everything a real set would offer: blocking, lighting response, and a director's ability to see and adjust the final background live rather than describe it to a compositor later, which is what both accounts credit as the creative gain. Editorially, this precedent is a clear real-world antecedent for later claims about AI-generated backgrounds, since it already demonstrates, without any generative model, that a rendered environment can be treated as a finished, in-camera element rather than a stand-in.
- Ask what proportion of a project's backgrounds were captured in-camera on an LED volume versus composited afterward.
- Check whether a described real-time background was rendered live during the take, as Epic's account describes, or previsualised earlier and locked before shooting.
- Compare the number of traditional post-production VFX shots a production still required against the volume's own share of the work, as ILM's figures do for Season 1.
Read together, Epic's and ILM's accounts describe a specific division of labour, real-time in-camera environments for a defined set of shots, traditional post-production for the rest, rather than a single technology replacing the visual-effects pipeline.
Sources & reading trail
States the LED-volume virtual production method, real-time operator roles, and that the workflow filmed more than half of Season 1.
Source published: 20 February 2020 · Retrieved: 16 September 2026
States the 2018 preliminary tests, the 2019 construction of the first StageCraft LED Volume, the 60+ virtual environments used, and the combination with over 4,000 traditional VFX shots.
Source published: Not established · Retrieved: 16 September 2026
Papers, documentation, rulings and the makers' own records establish the note; the authorship reading and what-survives are Creative AI editorial analysis. This retrospective draft does not imply the site published on the event date.