In this series, we’re highlighting world-class studios where artists trained by Ganz and Andrew Zeller have gone on to work.

Each post celebrates the incredible work these studios have created over the years, the same kind of productions our graduates now help bring to life.

Today: Framestore, the studio responsible for shaping the visual identity of The Witcher by building the world of The Continent through large-scale digital environments.

One of Framestore’s central roles was to define the look and feel of the series’ major locations. The team designed and built the dark city of Cintra, the cliff-side fortress of Aretuza, and an Elven stronghold, combining digitally enhanced plates with full-CG environments.

Their work began with production design concept art, which they expanded into layered worldbuilding. For Cintra, a three-tiered walled city, they constructed everything from city layout to individual roof tiles, then degraded the asset to depict its destruction during the Nilfgaardian attack.

Beyond Cintra, Framestore built the exterior of Aretuza and the Elven Keep entirely in CG, using those assets and digital matte paintings for both establishing shots and window replacements. They also created a hazardous mountain ledge environment, compositing live-action plates of the cast into the treacherous landscape.

This is environment work at scale, full-CG worldbuilding that supports story without overpowering it, and a clear example of the kind of productions our graduates are moving into.