Invasion Season 3 Interior sets

We developed this from production design concepts into Unreal previs frames, these frames allowed executive approval to happen visually, before time was spent producing complex technical drawings.

We developed this from production design concepts into Unreal previs frames, these frames allowed executive approval to happen visually, before time was spent producing complex technical drawings.

Access door study showing the approved design moving from previs into build logic, with proportions, circulation, structure and surrounding wall geometry resolved for construction.

Access door study showing the approved design moving from previs into build logic, with proportions, circulation, structure and surrounding wall geometry resolved for construction.

Axonometric sheet showing the access door as a buildable set piece, with structure, platforms, warning graphics, lighting positions and material logic resolved together.

Axonometric sheet showing the access door as a buildable set piece, with structure, platforms, warning graphics, lighting positions and material logic resolved together.

Longer walkway previs built in Unreal to test scene length and coverage. Reviewing it in sequence helped inform editorial and design decisions, including where the scene could be cut back.

Longer walkway previs built in Unreal to test scene length and coverage. Reviewing it in sequence helped inform editorial and design decisions, including where the scene could be cut back.

On-set view of the practical build, showing how the approved Rhino and Unreal design translated into physical scale, scenic finish, lighting and performer movement.

On-set view of the practical build, showing how the approved Rhino and Unreal design translated into physical scale, scenic finish, lighting and performer movement.

Final shot from the sequence, showing the completed environment after practical build, lighting and VFX, with the original design intent carried through to screen.

Unreal frame studies for the cleanroom spaces, testing the transition area and lab as filmable environments before the set moved into technical drawings.

Unreal frame studies for the cleanroom spaces, testing the transition area and lab as filmable environments before the set moved into technical drawings.

Main plan for the cleanroom spaces, separating Area 1 as the Core transition area and Area 2 as the lab used for a shorter scene.

Main plan for the cleanroom spaces, separating Area 1 as the Core transition area and Area 2 as the lab used for a shorter scene.

Area 2 same set Lab

Area 2 same set Lab

Wall and window elevations resolving the controlled cleanroom language, with glass panels, light boxes, warning graphics and practical construction breaks coordinated together.

Wall and window elevations resolving the controlled cleanroom language, with glass panels, light boxes, warning graphics and practical construction breaks coordinated together.

Long elevation drawing used to coordinate the cleanroom wall system, panel rhythm, lighting positions, work surfaces and scenic finish across the set.

Long elevation drawing used to coordinate the cleanroom wall system, panel rhythm, lighting positions, work surfaces and scenic finish across the set.

Door and wall unit sheet resolving the built frames, glass, graphics and dressing elements needed to shift between the transition area and lab functions.

Door and wall unit sheet resolving the built frames, glass, graphics and dressing elements needed to shift between the transition area and lab functions.

Axonometric layout showing the cleanroom spaces as practical sets, with wall returns, camera access, dressing zones

Axonometric layout showing the cleanroom spaces as practical sets, with wall returns, camera access, dressing zones

Final shot from the cleanroom sequence, showing the completed set after dressing, lighting .

Final shot from the Lab sequence in the same space. How well did we do?

The restraint chair was built from scratch as a bespoke set piece, with the headpiece carefully engineered to support the surgical action and give the scene a memorable silhouette.

The restraint chair was built from scratch as a bespoke set piece, with the headpiece carefully engineered to support the surgical action and give the scene a memorable silhouette.

Detail drawings for the chair structure and base, resolving the engineering, support geometry and attachment points needed to make the piece feel credible and filmable.

Detail drawings for the chair structure and base, resolving the engineering, support geometry and attachment points needed to make the piece feel credible and filmable.

Headpiece detail sheet for the procedure chair, developed to resolve the specific restraint and surgical requirements of the flashback while keeping the design practical to build.

Headpiece detail sheet for the procedure chair, developed to resolve the specific restraint and surgical requirements of the flashback while keeping the design practical to build.

Screen moment revisiting the room, where the presence of the chair and Mitsuki’s brief flashbacks give the space its harrowing emotional charge.