VFX, CGI, AI and post-production
for film, series and commercials

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All rights reserved 2026

02 / 20

Filmography

In business since 2020.
Shown here: projects from 2024–2026.

12

films, series and shows

1 500+

final shots

The Ninth Planet

2026

70 shots

Chelyuskin. The First

2025

60 shots

Planetians

2025

642 shots

Flight 314

2025

post-production

Crybaby 2

2025

419 shots

Artek. Through the Centuries

2025

30 shots

Baba Yaga Saves New Year

2024

40 shots

Roads of Victory

2025

60 shots

Navar

2026

65 shots

Seven Miles to Dawn

2025

77 shots

The Blog

2026

60 shots

Plus “The Big Difference”

2024

screen graphics

Credited alongside: Sergey Selyanov (Brother), Fyodor Bondarchuk (Stalingrad), Tina Kandelaki, Vyacheslav Murugov, Mikhail Galustyan.

Production companies and networks: Fresh Film, Art Pictures Vision, Kinokult, 123 Production, Dixi TV, Chegeri Production, Ruki Vverh Production, CTB, EMMA.

03 / 20

how we create

01

04 / 20

0

System Ø

Our pipeline runs on our own local AI. One system holds the script, the breakdown, on-set data, shot versions and every meeting decision. After each meeting it writes the summary and the report. Everything is structured and by the book.

Local AI

Project data never leaves for third-party services

GPU farm

Our own — for rendering and simulations

70%+

of processes automated — from meeting minutes to project reports

The journey matters as much as the result. We sharpened this system on the industry’s mistakes, our own included — which is why we think it’s the best on the market.

05 / 20

Script breakdown

We go through the script scene by scene: what gets shot on set, what happens at each stage of post, where the risks are. Every task gets an hour count — and those hours become the budget.

We join as early as the table read — as post-production producer or VFX supervisor.

×10 — that’s how much more an effect can cost when it’s invented after the shoot. The earlier we’re in, the cheaper the shot.

Scene 24. EXT. Ice field — day

The expedition crosses the ice toward the plane. All around — pressure ridges to the horizon.

Shoot + set extension
Environment · 24 h
Compositing · 8 h

A crack underfoot. The ice floe breaks off and sinks.

CG · ice and water simulation
Modeling · 6 h
Simulation · 40 h
Render · 12 h
Compositing · 10 h
Risk: extra takes · +8 h

Above the camp — smoke, visible for miles.

Compositing · smoke
Smoke · 6 h

Scene total · 114 h

Illustrative example

Chelyuskin. The First · pressure ridges
Chelyuskin. The First · ice floe
Chelyuskin. The First · camp
06 / 20
On set

On-set supervisor

Makes sure what’s shot works for VFX. If a shot changes on the day, checks the new plan with the director and DP on the spot.

Chroma key, markers and lighting

Checked before the take, so the shot doesn’t have to be fixed in post

Technical data

HDRI lighting panoramas, measurements, chrome and grey balls, references

On-set data — straight into System Ø

The post team gets everything shot and measured the same day or the next

07 / 20

Concept art and previs

We design worlds, creatures and objects with the director and production designer. Previs is a rough 3D layout of the scene that the shoot is planned around.

The Ninth Planet — concept 1The Ninth Planet — concept 4The Ninth Planet — concept 5Look development · The Ninth Planet
Look development · The Ninth Planet
Look development · The Ninth Planet
Look development · The Ninth Planet
08 / 20
Textured 3D model · The Ninth Planet

3D models

We model props, vehicles and architecture and take them all the way to final: textures, materials, lookdev. Real sets get built from our models — that’s how the base in “The Ninth Planet” came to be.

09 / 20

LED volumes

We shoot against an LED wall: the actor sees the world of the scene, the DP gets real light and reflections, and part of the VFX lands in camera right on set.

Wall environments

Unreal Engine and 2.5D, signed off by the director before the shoot day

Plates and previs

We shoot the backgrounds and set framing and camera moves from the previs

Test day and supervisor

We test the wall in camera before the shoot and watch the image on the day

Post over LED

Cleanup, compositing and grading of LED footage

10 / 20

Simulations

Physically accurate in Houdini: snow, water, fire, smoke, destruction, cloth, organic matter.

Chelyuskin. The First
The Ninth Planet
The Ninth Planet
11 / 20

Characters and environments

We build heroes and creatures, then animate, light and render them. We assemble digital worlds and crowd scenes.

For “Baba Yaga” we made Zmey Gorynych, the three-headed dragon; for “Artek” — a whole army of 1812.

12 / 20

Compositing and cleanup

We blend VFX with the plate and remove what shouldn’t be there. We also do on-screen interfaces, like in “Crybaby 2”.

Shot breakdown · Chelyuskin. The First
13 / 20

AI generation

We generate video for what the scene needs and blend it with classic VFX. A human decides what makes it into the film — and owns the shot.

AI talent · Daniil Rudakov
AI commercial · VkusVill
14 / 20

Full
post-production

We take on everything after the shoot — from the edit to the delivery package. No juggling of vendors for the producer.

Editing

Director’s and final cut; VFX drops into the edit as shots are ready

Color grading

One look for the whole film: footage and VFX in one palette, by top colorists

Sound and music

Dialogue cleanup and mix, foley, music

Credits

Opening and end credits — in the film’s style or the network’s template

Masters

To the specs of the network, platform or distributor

Delivery list

Deliverables and paperwork per the platform’s list

17 episodes

“Flight 314” was posted entirely by us: 27-minute episodes, the whole series in 5 months.

Flight 314 · edit
Flight 314 · color
Flight 314 · sound
Flight 314 · credits
Flight 314 · masters
Flight 314 · delivery
15 / 20

Case study · sci-fi feature · CTB, the studio behind Brother · 2024–2026

The Ninth Planet

With director Nikolay Rybnikov we figured out how alien matter looks and moves — alive, liquid, organic.

Sets built from our 3D models

Models done before the shoot — real sets were built from them

VFX supervision

On set we made sure the footage worked for VFX

Simulations, CGI, cleanup, compositing

The full VFX cycle — from the matter to the final shot

New scenes

After the first batch, we were trusted with more scenes of the film

6

months of R&D

200+

concept art pieces

70

final shots

16 / 20

premiere
on time

02

17 / 20

Our rules

How we run every project — from a single shot to a full series.

01

On your team

We join at any stage — from script to footage already in the can. We build on the director’s choices instead of replacing them. We hold budget and schedule together with the producer.

02

Reply within an hour

Business hours, GMT+3. A real answer — the same day.

03

Risks — flagged right away

And we bring options to solve them.

04

Revisions — as agreed

Rounds and sign-off order are fixed before we start.

05

Your source files are safe

A hot copy on hand, a cold copy in a fireproof safe. Role-based access. Kept for a year after delivery.

06

Date at risk? You’ll hear it early

Along with what to simplify to make it.

18 / 20

Dailies

Fresh shot versions every day. Rough ones too: a note is cheaper on a draft than on a final render.

1

Director

Make the blaster light warmer

In review

Version 12

Illustrative interface · Planetians

Meeting minutes

System Ø sends out the decisions: what, who and by when

Statuses in Cerebro

Cerebro is our production tracker: every shot task in one place

Notes on the frame

The director comments and draws notes right on the frame

Credits

19 / 20
Our crew
VFX producersMatthew Grouss​Elena Grouss-Chonishvili
COOMir Mirzoev​ProducerVika Del
cg generalistAndrey Pozharsky
​Film & series producerEvgeniya Firevich
CG producerTaras Ostrovsky​
Line producersAnton Fedoruk​Konstantin Koliev
VFX supervisorsStepan Masychev​Timur Abdusadykov​Denis Kirilyuk​Mikhail Fedorovsky​Vyacheslav Khramyshev Vadim Sokur
​3D supervisorAlexander Panin
CG FXRostislav Uzunov​Maksim Rudakov​Ivan Larinin Andrey Pozharsky​CG generalistsAlexander Lukyashko
AI generalistDaniil Rudakov
3D artistsVladislav Fedorov​Dmitry Chekushkin​Sergey Barinov​Innokenty Shevchenko​AnimatorIvan Shuvagin Vadim Gradich​Bakhadir Karimov
VFX coordinatorsAnna Kornilova Daria Usatenko​
CompositingSoslan Dzobelov​Alexander Lamberg​Mikhail Gavrysh​Valeria Koleda​Alexander Arkhipov​​​Laura Dzobelova​Golibzhon Sanokulov​​Andrey Semizarov​Andrey Statkevich​Alexander Statkevich​Vladimir Trefilov​Arutyun Stepanyan​Yuri Myasnikov​Egor Kuzmichev​Aydar Gali​Yuri Shcheglov​Emil Khaybullaev​Nikolay Likhtarovich​Ilya Igonin​Maya Khammatova​​Denis Tsoy​​Vasily Rogozin​
CleanupGrigory Matveev​Igor Kurenkov​Andrey Sokolov​Dmitry Trunov​
TrackingYuri Korshunov​Murad Amirkhanov​Leonid Filinov​Ivan Cherkashin
Art directorMatthew Grouss​Concept artistsDanila Bezrukikh​Maksim Steksov​Victoria Saulina​Ilya Orazalin
RotoDaria Petrova​Zarin Malyutin​Abbashkhan Mohammadali
PrevisGeorgy Berdov​2D motionKonstantin Korzunov
EditorAlexander Zagoruyko​
DIIlya Zavalkovsky​Alexander Zagoruyko​ColoristYan Tsarev
CoordinatorsPolina Yurova​
​Commercial directorOlga Vorobyova
LegalAlexander Dvurechensky​Anna Kozlovskaya
AccountingVera Zolotova​

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