Categories
VFX

Critical Practice

Presentation

Weekly Practice

Mise-en-Scène

Research Proposal Outline

PROCESS DOCUMENTATION

Topic Selection & Research Question Development

When I started preparing this critical report, I did not immediately choose Dune: Part Two. My interest first came from noticing a broader trend in sci-fi cinema: VFX is becoming increasingly hyperreal, aiming for physically coherent light, space, and motion.

After rewatching Dune: Part One and Part Two, the visual shift between the two films became clear. Part One relies heavily on natural-light desert photography, while Part Two expands the world through large-scale simulation, atmospheric depth, and hyperreal VFX.

This helped me refine my research question:

How does Dune: Part Two use hyperreal VFX to construct futurity, and in what ways does this build on or diverge from the visual strategies of Part One?

To explore this, I gathered theoretical texts, production studies, and cinematography interviews.

Resources referenced:

Initial Report Structure Draft

Literature Review Process & Building the Theoretical Framework

To build a solid theoretical foundation for the report, I organised my literature review into three main areas.

Digital imagery and realism theory
I focused on Prince’s (1996) concept of perceptual realism and Manovich’s writing on digital cinematography. These ideas helped me understand hyperreal VFX as an extension of traditional lens-based visual logic rather than pure digital spectacle.

VFX industry practices and digital aesthetics
Niu’s (2020) research on Hollywood VFX pipelines showed that realism is often shaped by standardised workflows across studios. This influenced how I approached the production aspects of Dune and its consistent visual style.

Immersion, lighting and environmental control
Murodillayev’s (2024) analysis of lighting and immersion helped me describe how Dune: Part Two uses volumetric lighting, dust passes, heat haze and layered atmosphere to create a sense of hyperreal depth.

Resources referenced:

Collecting Case Materials

To support the analysis, I collected a range of case materials while rewatching Dune: Part One and Part Two. I took notes on lighting, camera movement, and how practical and digital elements were combined.

I then looked into behind-the-scenes sources, including breakdowns and interviews from DNEG, Befores & Afters, FXGuide and IndieWire. These explained how the sandworm simulations, atmospheric layers, desert extensions and particle effects were built, and how they interacted with real plate photography.

I also reviewed cinematography interviews with Greig Fraser, which helped me understand why the two films use natural light and digital enhancement differently. Official VFX breakdowns further clarified techniques such as dune-collapse simulation, volumetric lighting and multi-pass dust layers.

Resources referenced:

Structuring the Report and Refining the Argument

After gathering the literature and case materials, I began shaping the structure of the report. I followed a clear progression—from theory to case study to analysis. My outline eventually took this form:

  1. Define hyperreal VFX
  2. Establish the theoretical framework of digital realism
  3. Use Dune: Part One as the visual baseline
  4. Analyse key visual strategies in Part Two
  5. Compare both films to show continuity and development
  6. Conclude with how hyperreal VFX contribute to futurity

The first draft focused mainly on getting ideas down. Later revisions involved tightening the argument, strengthening connections between sections, and refining how each part answered the research question. I also clarified the link between VFX techniques and narrative worldbuilding to ensure the analysis was cohesive.

Resources referenced:

Closing Reflection

This process helped me understand how each stage of my research contributed to the final report. It also made my workflow clearer and strengthened the way I approach future projects.

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