Milk VFX delivered complex creature and visual effects work for The Rats: A Witcher Tale, working closely with Production VFX supervisor Sara Bennett and VFX producer Gin Godden.

Milk VFX supervisor Fernando Tortosa and VFX producer Chaya Feiner led the studio’s team of artists to bring the show’s ambitious vision to life.

Around 200 shots were completed for The Rats: A Witcher Tale, from concept through to final comp. Approximately 80 of these featured the Jalowick creature, a complex hybrid combining prosthetic and performance elements with CG limbs and partial body augmentation.

To create the Jalowick, the process began with extensive concept and character design, exploring the creature’s anatomy, movement, and surface detail to convey its unnatural yet grounded presence.

This creative foundation guided every department and remained open to client feedback throughout production.

To meet the show’s creative and technical demands, Milk implemented its Houdini-driven USD (Universal Scene Description) pipeline, enabling close collaboration between 3D and 2D teams and making it possible for body tracking, animation, and lighting to progress simultaneously with precision and flexibility.

Full-body performance capture wasn’t practical so the team developed a custom creature rig and deformation tools that could be used by both tracking and animation artists. This setup allowed the Jalowick’s performance to evolve naturally, from early blocking through to final animation and lighting, ensuring accurate interaction between CG and live-action elements.

USD’s non-destructive workflow allowed tracking data to flow seamlessly into lighting, while compositing used the final additive creature model for matchmove refinement via UVs. The team also employed 2D facial tracking using KeenTools, refining expression and fine detail to enhance realism and performance continuity.

“From the outset, the showrunner had a very clear vision for the Jalowick and how it should feel within the story,” said Sara Bennett, production VFX supervisor and co-founder of Milk Visual Effects. “The Milk team understood that perfectly; their artistry and attention to detail brought the creature to life in a way that felt both powerful and emotionally grounded.”

Milk also delivered extensive environment work for Geso Town, including multiple set extensions and a fully CG wide establishing fly-through that transitions seamlessly into the town. The team also created detailed environment extensions for the Garrison, the setting of the film’s climactic battle sequence.

Additional VFX work included CG weapon enhancements, blood and gore effects for the battle scenes, and magical FX inspired by The Witcher series as well a simulation of the exploding Crepitus stone, which triggers the dramatic collapse of the Garrison roof during the final confrontation between Brehen and Leo Bonhart.

These complex sequences were made possible through Milk’s integrated USD pipeline and cross-department collaboration, allowing the team to maintain creative flexibility and visual consistency across all elements, from creature animation to environmental destruction. The result is a blend of practical and digital craftsmanship that supports the director’s vision and storytelling ambition.