DIRECTORS : Charlotte Branstrom | Louise Hooper | Sanaa Hamri
PRODUCTION VFX SUPERVISOR : Jason Smith
PRODUCTION VFX PRODUCER : Tim Keene | Ann Podlozny
THE YARD SENIOR VFX SUPERVISOR : Laurens Ehrmann
THE YARD ASSOCIATE VFX SUPERVISOR : Aymeric Aute
THE YARD VFX PRODUCER : Audrey Lagnous
Season 2 of The Lord of the Rings: The Rings of Power expands the mythos of J.R.R. Tolkien’s Second Age with heightened tension, deeper character arcs, and rich worldbuilding across its eight episodes.
Among its most iconic settings, Khazad-dûm—the vast and ancient Dwarven realm—emerged not just as a backdrop but as a living, breathing character central to the narrative. To bring this monumental world to life, The Yard was selected as the only French VFX studio on the production, contributing to approximately 250 visual effects shots, including 11 full-CG sequences, over the course of 18 months. This ambitious collaboration was built on a foundation of creative trust between The Yard and overall VFX Supervisor Jason Smith. Entrusted not only to maintain continuity with season 1 but to elevate this iconic environment, The Yard’s team of around 80 artists approached the project with creative ownership, technical precision, and a commitment to crafting a version of Khazad-dûm that felt ancient, vast, alive, and integral to the evolving story of Middle-earth.

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SCOPE OF WORK
Enhancing Khazad-Dûm
One of The Yard’s most substantial contribution to The Rings of Power Season 2 was the complete enhancement of Khazad-dûm, the legendary subterranean realm of the Dwarves. In this new season, the location evolves into an immersive and dynamic narrative force—central to both the physical scale and emotional depth of the story. Building upon the foundations established in Season 1, The Yard was tasked with extending the scope and detail of the Dwarven world, and significantly elevating its complexity and realism. Their work encompassed the entire expanse of the kingdom, from the monumental entry door carved into the mountainside to the deepest, light-starved caves and underground lakes—each space brought to life with narrative intent and visual richness.

To meet the demands of a series largely shot on sound stages, The Yard developed 19 distinct environments, creating expansive digital set extensions and seamlessly blending CG assets with live-action plates. These environments included towering halls, bridges, cliffside terraces, mining shafts, flowing rivers, and underground reservoirs. The team also meticulously integrated natural elements—from water, rock textures, and vegetation to fog, flame, and reflective surfaces—ensuring interactions with characters and practical sets felt physically grounded.






Sophisticated lighting systems were developed to replicate the subtle interplay between natural daylight filtering through cracks in the rock and torch-lit shadows, allowing for mood-driven variations that supported each scene’s emotional tone. The result is a Khazad-dûm that is not only larger and more intricate than before, but also alive with geological and architectural realism, fully supporting the epic narrative unfolding within its depths. This work required extensive DMP, CG environment, assets and FX simulations work.




Populating Khazad-Dûm
Khazad-dûm is not just a vast underground realm—it’s a living, bustling kingdom where Dwarves are active at every level of the caves and tunnels. To capture this dynamic atmosphere, The Yard was tasked with bringing the environment to life through the creation and animation of digital crowds, illustrating the daily rhythms of Dwarven life: mining, transporting goods, building, and reacting to the natural events around them. This required animating characters in motion across multiple layers of the vast subterranean world, ensuring the presence of Dwarves felt constant and authentic throughout the sprawling environment.


To enhance realism and detail, the team created five digital doubles for specific, close-up actions, giving key sequences an added level of nuance and believability. Additionally, vellum simulations were applied to bring natural movement to flowing beards, cloaks, and fabrics, incorporating the interaction of cloth with tools, rocky surfaces, and environmental factors like wind, motion, and heat from nearby flames. These details gave even background characters a tangible presence and reinforced the immense scale and vibrant life of Khazad-dûm.



Animating the Environment : Cymatics & Collapse
The Khazad-dûm environment was designed to be much more than a static backdrop—it was a living, responsive world that actively supported and enhanced the storytelling. Key elements of the environment were animated to interact seamlessly with characters and narrative moments, adding emotional and visual depth to the scenes.
In one poignant sequence, a Dwarven character’s and the Balrog’s voice triggers cymatic vibrations on a pool of water, revealing ancient magic through sound-induced ripple patterns. The Yard developed a physically accurate effects system that precisely synchronized water displacement against a pattern, shimmer, and wave behavior with the characters’ pitch and geology of the environment, creating a powerful visual representation of mystical resonance.


Another critical moment involved the collapse of a towering structure onto a stone bridge, which required detailed simulation of rigid-body art-directed destruction, debris scattering, dust layering, and dynamic light interaction with volumetric effects. The destruction was crafted with close attention to the geological characteristics of the materials, realistically depicting how different densities of rock fracture, collide, and fall.

The Gurdreth explosion : a full-CG masterpiece
One of the season’s most explosive—and technically demanding—moments comes in the opening scene, setting the tone for the second season, with an artistic choice that serves as a powerful visual metaphor for the spreading shadow over Middle-Earth.
Crafted entirely in full CG, this sequence portraying a brutal environment change alone required nearly the same production duration as the rest of the season’s post-production timeline.
The Yard developed over 50 concept iterations, followed by intense lookdev on lighting, FX, and environmental design. The goal was to create not just an epic blast, but a layered physical event with cascading consequences.
Forodwaith’s environments were crafted from the ground up, in a tundra-like look and then in a snowy and icy climate. The fortress’s design amplified the hostility of its setting, with sharp silhouettes and imposing walls that echoed the cold cruelty of the land.


Key FX elements included:
- Ground shockwave that distorts terrain and sends icy ripples across frozen lakes
- A rising compression sphere, evolving into a bulb-shaped light pulse, followed by a spinning supercell vortex that visually echoes a magical storm system
- Subtle atmospheric details: water ripple simulation, icicle vibration, mist displacement, falling snowflakes, and frost propagation across varied surfaces
- FX propagation based on physical rules, where rock size, water depth, and elevation dictated the behavior of particle trails and secondary effects