Game
of thrones

2011 until 2018  – HBO / Fire & Blood Productions

Looking back at challenging 8 years of GoT, starting with S2 all the way to the finish line. We thank our team and our client for this rich experience. This gallery shows only shows a fraction of what has been produced in that period, but it serves as a vertical slice to revisit most of the locations and moments of this epic saga. Enjoy.

TEAM

Floris Didden – VFX Concept Designer
Henrik Bolle – VFX Concept Designer
Philipp Scherer – Art Department Concept Designer
Robert Simon – VFX Concept Designer
Tobias Mannewitz – VFX Concept Designer

Client

“For the sixth year now the fine artists of Karakter have helped to define the worlds of Game of Thrones in magnificent scope and detail. Their imagination and great talent shines through the show’s most memorable visual effects sequences.”

JOSEPH BAUER, LEAD VFX SUPERVISOR HBO – GoT S6

“Karakter is our go to for concepts on GoT VFX. Gorgeous work!”

STEVE KULLBACK, VFX PRODUCER HBO – GoT S4

north of the wall

“The visual design of the wights had to tell a story, so everything had to make sense: What kind of people could have died north of the wall? Some had died a long time ago, which gave them the look of an ice mummy..”

ROBERT SIMON, VFX ARTIST

winterfell

harrenhal

moat calin

“The set we had available for Moat Cailin did not match the description in the books, but it gave us the opportunity to design the castle after a Motte and Bailey model, which is not just a nice phonetic match, but also a castle type that fits the world perfectly.”

TOBIAS MANNEWITZ, VFX ARTIST

dragonstone

“Having a 3D model combining the real life locations allowed me to design Dragonstone in such a way that ensured the shots described in the script would not only look great but also line up realistically from all angles.”

FLORIS DIDDEN, VFX ARTIST

old town

“As we had not seen Old Town before it was double important for me to hit all the established points we did have. The layout was inspired by the radial city plan of Amsterdam, with Old Town’s many canals circling the spoke of the Hightower”

FLORIS DIDDEN, VFX ARTIST

“As we had not seen Old Town before it was double important for me to hit all the established points we did have. The layout was inspired by the radial city plan of Amsterdam, with Old Town’s many canals circling the spoke of the Hightower”

FLORIS DIDDEN, VFX ARTIST

“The Maesters of Westeros are the most scientific people in a world of backwardness and I wanted the architecture of the Citadel to reflect this fact: ordered, radially symmetrical and highly sophisticated with complex mechanisms reflecting the light of reason through a cavern of gloomy ignorance.”

FLORIS DIDDEN, VFX ARTIST

“The Maesters of Westeros are the most scientific people in a world of backwardness and I wanted the architecture of the Citadel to reflect this fact: ordered, radially symmetrical and highly sophisticated with complex mechanisms reflecting the light of reason through a cavern of gloomy ignorance.”

FLORIS DIDDEN, VFX ARTIST

mereen

“With Daznak’s Fighting Pit, we wanted to evoke the illusion that it was part of an ancient cultural realm and heritage. For that, we were drawing upon the designs the art department had made for other sets in the same virtual city, and built a sketch of the arena in 3D. On top of that, we added texture, mood, and action by illustrative means.”

TOBIAS MANNEWITZ, VFX ARTIST

“With Daznak’s Fighting Pit, we wanted to evoke the illusion that it was part of an ancient cultural realm and heritage. For that, we were drawing upon the designs the art department had made for other sets in the same virtual city, and built a sketch of the arena in 3D. On top of that, we added texture, mood, and action by illustrative means.”

TOBIAS MANNEWITZ, VFX ARTIST

king´s Landing

baarvos

essos

“In order to portray The Dothraki Horde moving as a massive organic army, we took cues from ant swarms and bird flocks.” ROBERT SIMON, VFX ARTIST
“In order to portray The Dothraki Horde moving as a massive organic army, we took cues from ant swarms and bird flocks.” ROBERT SIMON, VFX ARTIST

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