The animation demanded a high level of realism, particularly as the camera moved through windows, floors, and the bustling activity within. Every detail, be it the textures of glass, brick and copper or the interplay of light and shadow, had to evoke authenticity. The inclusion of Rascal’s digi-doubles added complexity; as the digital characters had to seamlessly blend into the environment we had built, so the whole project required a hyper-real approach to modelling, texturing, and motion.