Inside Star Trek: Discovery's LED Volumes With PIXOMONDO
In this episode, Jase chats with Matthew Swanton, Virtual Production Unreal Engine Supervisor at PXO Clara who pulls back the curtain on what really happens when you're trying to deliver final pixels on a film set where every minute costs thousands of dollars.
Here's what you'll learn:
- The accidental career path: How modding Grand Theft Auto: Vice City at 16 became Matthew’s unlikely foundation for a virtual production career
- When virtual production actually works: Why Star Trek: Discovery Season 5 hit 90%+ in-camera finals (and what that really means)
- The $45GB mistake: The moment an artist's innocent update nearly derailed an entire shoot—and how they fixed it
- Robomerge to the rescue: Why PXO Clara split their Perforce workflow into studio and stage streams, complete with hashtag automation that actually works
- The performance puzzle: Rendering three high-res screens simultaneously on one computer (spoiler: it's harder than it sounds)
- Creative translation: Why "make it darker" is never just about making it darker—and how understanding story intent changes everything
- Beyond the hype: The honest truth about virtual production's limitations, and why LED walls won't replace green screens
This isn't your typical "virtual production is magic" interview. It's the real story of innovation, collaboration, and scrappy solutions that make cutting-edge technology actually work in production.
00:00 Intro and Show Overview
01:47 What is Virtual Production?
04:53 From Grand Theft Auto Modding to Film Production
06:19 Six Years of Compositing: The Foundation
08:00 The Transition to Virtual Production During the Pandemic
10:01 The Virtual Production Toolkit: Software and Hardware
13:04 nDisplay and Multi-User Server Explained
16:03 The Reality Check: Final Pixel vs Post-Production
20:05 Achieving 90% In-Camera Finals on Star Trek: Discovery
23:01 Version Control Crisis: When Updates Cost Thousands Per Minute
27:00 The Robomerge Solution: Studio vs Stage Streams
30:05 Shared Content Between Lighting Scenarios
33:05 Hashtag Automation: #StageReady and #StudioReturn
35:03 Understanding Creative Intent on Set
37:00 Beyond LED Walls: Interactive Experiences and The Sphere
42:04 The Flashlight Gag and Live Interactivity
44:04 Advice for Past Self: Every Step is Progress
45:05 Getting Into Virtual Production: The Virtual Production Academy
48:16 Outro
Speakers:
Jase Lindgren, Sr. P4 User Advocate
Matthew Swanton, Virtual Production Unreal Engine Supervisor, PXO Clara
Find Us Online:
Perforce.com
https://www.perforce.com/podcasts/p4/in-development
https://www.linkedin.com/company/perforce/