Little Schmidt Productions Archive
Warcraft
Feature Film · 2016
Two worlds. Two peoples. One portal that changes both forever.
The Production
Overview
The Story
Warcraft brings the conflict between humans and orcs to live action through two threatened worlds. Draenor is dying, while Azeroth remains fertile and inhabited. The Dark Portal connects them, turning the survival of one civilisation into an invasion of another.
On Draenor, the orc warlock Gul'dan uses fel magic — a destructive power fuelled by life itself — to open a gateway into Azeroth. The Horde follows him through the portal in search of a new home, but Gul'dan's power is already corrupting the orcs and the world around them.
Durotan, chieftain of the Frostwolf clan, enters Azeroth with the Horde but increasingly questions the force controlling his people. His concern is not simply whether the orcs can conquer a new land. He begins to understand that Gul'dan's fel may destroy whatever world the Horde occupies next, repeating the catastrophe that consumed Draenor.
On the human side, Anduin Lothar serves King Llane Wrynn of Stormwind as the kingdom confronts attacks unlike anything it has faced before. The young mage Khadgar discovers evidence of fel magic and draws the Guardian Medivh into the investigation.
Garona occupies the space between the opposing peoples. As an orc who can communicate with humans, she becomes translator, prisoner, guide and eventually a figure whose loyalties cannot be reduced to either side of the conflict. Her relationship with Llane gives the war a human connection across the boundary created by the portal.
As Lothar, Khadgar and Medivh investigate the invasion, Durotan seeks an alliance with the humans against Gul'dan. For a brief moment, the film shifts away from a simple humans-versus-orcs structure: characters on both sides recognise that the greater danger is the corrupting force manipulating the war.
The conflict ultimately converges around the Dark Portal. Gul'dan needs human prisoners to power it fully, while Stormwind's forces attempt to prevent the Horde from bringing its entire army into Azeroth. At the same time, corruption within the human magical order makes the threat more complicated than an enemy arriving from another world.
The film ends with neither civilisation neatly resolved. Stormwind has paid an enormous price, the Horde remains divided, and Durotan's infant son Go'el is sent away toward a future beyond the immediate battle — leaving the story positioned at the beginning of a much larger Warcraft history.
The Production Challenge
How do you make humans and digital orcs belong in the same world?
The film's central technical problem was also its central dramatic problem. The orcs could not function as distant visual-effects creatures; Durotan, Orgrim, Draka and Gul'dan needed to carry dialogue, emotion and close-up performance opposite live-action human characters. That meant digital character work, physical sets, costumes, camera movement and performance capture all had to operate as parts of the same production language.
Digital Characters
ILM developed detailed orc characters and facial motion-capture techniques designed to preserve the actors' performances rather than replace them with generic animation.
Physical Azeroth
Large practical sets and tangible props gave the human world scale and provided performers with real environments inside a fantasy production heavily extended by VFX.
Two Cultures
Production design distinguishes the architecture, armour, weapons and physical language of humans and orcs while allowing both cultures to inhabit one coherent film.
Alliance · Horde · The Guardian
Main Cast
The film is deliberately divided across both sides of the portal. Its principal characters are not only warriors: Durotan and Lothar are both protectors, Garona moves between cultures, and Khadgar and Medivh reveal that magic itself has become part of the conflict.
Travis Fimmel
Anduin LotharStormwind's military commander and a trusted servant of King Llane. Lothar approaches the Horde first as an invading army, but the conflict becomes increasingly personal as the war reaches his family and exposes dangers within Azeroth itself.
Toby Kebbell
DurotanChieftain of the Frostwolf clan and one of the film's central orc characters. Durotan recognises that Gul'dan's fel magic threatens the Horde's future and risks his position to oppose the warlock controlling his people.
Paula Patton
GaronaA survivor caught between the human and orc worlds. Her ability to communicate across the divide makes her essential to Stormwind, while her own history prevents either side from offering her a simple sense of belonging.
Ben Foster
MedivhThe Guardian of Tirisfal, charged with protecting Azeroth through extraordinary magical power. The investigation into fel magic gradually reveals that the threat entering the kingdom is connected to the Guardian himself.
Dominic Cooper
King Llane WrynnKing of Stormwind and friend of Lothar. Llane attempts to protect his people while considering the possibility that some orcs may be allies against Gul'dan rather than simply members of an invading force.
Ben Schnetzer
KhadgarA gifted young mage who abandoned formal magical training but recognises traces of fel corruption in the attacks on Azeroth. His investigation becomes crucial to understanding both the portal and Medivh's condition.
Across Azeroth & Draenor
Further Cast
Daniel Wu
Gul'danThe powerful orc warlock who uses fel magic and the Dark Portal to lead the Horde from dying Draenor into Azeroth.
Robert Kazinsky
Orgrim DoomhammerDurotan's close ally and a major Frostwolf warrior whose loyalty is tested as Durotan moves openly against Gul'dan.
Anna Galvin
DrakaDurotan's mate and mother of Go'el. Her journey gives the orc storyline a family dimension parallel to the human struggle to protect Stormwind.
Clancy Brown
BlackhandA formidable Horde war chief aligned with Gul'dan and one of the principal physical threats facing Lothar.
Ruth Negga
Lady TariaQueen of Stormwind and wife of Llane, representing the royal family at the centre of the kingdom threatened by the invasion.
Burkely Duffield
CallanLothar's son and a soldier of Stormwind whose involvement in the conflict makes the cost of the war deeply personal for his father.
Callum Keith Rennie
MoroesMedivh's steward at Karazhan, positioned close to the Guardian as the effects of fel corruption become increasingly visible.
Glenn Close
AlodiA mysterious magical figure encountered by Khadgar as he searches for knowledge capable of explaining the corruption threatening Azeroth.
Behind the Production
Azeroth,
built from British Columbia.
Principal photography ran from January to May 2014, with production based in British Columbia and studio work at Canadian Motion Picture Park Studios in Burnaby. The region provided both the infrastructure for large-scale fantasy filmmaking and real landscape material that could be combined with constructed environments and extensive digital world-building.
A production base capable of holding an entire fantasy world.
Canadian Motion Picture Park Studios provided a major studio base for the film. Large fantasy productions need more than shooting stages: construction, props, costumes, creature-performance workflows, stunt preparation and visual-effects reference all compete for physical production space.
That infrastructure allows highly designed environments such as Stormwind and Karazhan to be developed alongside photography rather than relying entirely on digital backgrounds.
Real terrain gives digital geography something to grow from.
British Columbia's landscapes provide forest, mountain and open-country textures appropriate to Azeroth. Even when a finished environment is heavily extended or transformed digitally, photographed terrain contributes natural complexity in vegetation, atmosphere, ground texture and light.
The approach allows the world to move between large constructed fantasy architecture and environments that retain physical landscape detail.
The camera photographs one layer; the finished frame contains many more.
Stormwind, flying creatures, armies, magic and the enormous physical presence of the orcs required practical photography to be planned for digital completion. Set edges, eyelines, interactive light and performer movement all influence what visual-effects artists can add later.
Rather than separating production and post-production, Warcraft required the two processes to anticipate one another from the beginning.
Little Schmidt Productions
Production
Contribution.
On a world-building production such as Warcraft, location and wider production support sit underneath both the photographed environment and the digital one eventually built around it. Little Schmidt Productions' contribution belongs within that practical production layer — where location requirements, access, logistics and technically suitable environments help large-scale fantasy photography move from concept into workable production conditions.
A fantasy landscape still begins with practical questions.
Terrain, access, unit space, weather, light and the ability to accommodate cast, crew and equipment matter even when the final frame will extend far beyond the photographed location.
Large worlds require large support systems.
Fantasy production brings performers, stunt teams, armour, weapons, practical builds, creature reference and technical departments together. Movement and access around those requirements are part of making ambitious photography achievable.
The location must support what will be added later.
Useful horizons, tracking information, interactive surfaces and clean areas for extension can influence whether an environment works for effects-heavy photography as strongly as its appearance does.
Different environments must still belong to one Azeroth.
Practical locations, studio sets and digital environments need compatible scale, texture and geography. Production support helps the physical pieces remain usable within that larger visual system.
Inside the Production
Giving digital orcs
human performances.
Industrial Light & Magic identified the orcs as the film's primary visual-effects challenge. They needed enough scale and anatomical difference to feel like another race while retaining the actors' expressions closely enough for Durotan and the other orcs to carry dramatic scenes rather than function merely as spectacle.
The technical achievement matters because Durotan has to be read as a father, leader and dissident before he is read simply as a digital creature.
The actor remains inside the digital face.
ILM developed detailed facial motion-capture work to preserve emotion from the performers playing the orcs. The objective was not merely believable skin, tusks and muscle; the audience needed to recognise intention and feeling through a face with very different proportions.
Durotan became a particularly important test because Toby Kebbell's performance carries substantial sections of the film from the orc point of view.
A visual-effects character becomes a dramatic lead.
Durotan's scenes include intimate conversations with Draka, political conflict with Gul'dan and physical combat. The character therefore moves through emotional ranges that would expose a digital performance unable to hold close-up scrutiny.
ILM's work on Durotan received a Visual Effects Society nomination for Outstanding Animated Performance in a Photoreal Feature, reflecting the importance of performance rather than appearance alone.
A game environment becomes architecture actors can inhabit.
Production designer Gavin Bocquet led the translation of Warcraft's recognisable human visual language into live-action environments. Stormwind has to retain the bold proportions associated with the games while acquiring enough material detail to work beside photographed performers.
Practical construction provides doors, floors, walls, furniture and surfaces for interaction, while digital extension allows the kingdom to continue beyond what can physically fit on a stage.
Warcraft proportions are intentionally larger than ordinary medieval realism.
The franchise's visual identity includes oversized armour, broad weapons and strongly defined silhouettes. Costume designer Mayes C. Rubeo and the wider design departments had to translate those proportions into pieces performers could wear and move in without making the live-action world lose its stylised identity.
Human armour also needs sufficient visual weight to share the frame with orcs whose digital bodies are much larger than the actors performing them.
Fel and arcane power need different visual identities.
Magic is not decorative in Warcraft; it drives the portal, corrupts characters and determines the fate of worlds. Interactive performance and photography establish where energy exists in a scene before visual-effects work completes its colour, movement and physical consequences.
The destructive green language of fel becomes particularly important because it links Gul'dan, Draenor's collapse and the corruption discovered inside Azeroth.
Azeroth extends beyond humans and orcs.
Gryphons, wolves, armies and fantasy environments broaden the screen world beyond the central characters. Each adds another scale relationship that must be understood during photography even when the final creature is digital.
Eyelines, saddles, contact points, wind, shadows and camera movement give performers physical information that helps a creature added later appear to share the photographed space.
Two Sides of the Portal
The war begins
before either side understands it.
Warcraft gains much of its identity by refusing to make the Horde a faceless invading army. Humans and orcs both contain protectors, opportunists and corrupted leaders. The portal joins the worlds physically, while Durotan, Garona and Lothar gradually reveal that the moral boundary is considerably less simple.
Azeroth and Draenor begin on opposite sides of the portal. The characters discover that survival may depend on seeing beyond those sides.
A dying home creates the invasion.
The Horde's arrival is driven by the destruction of its own world. That gives the orcs a survival motive even as Gul'dan's methods make their migration catastrophic for Azeroth.
A fantasy world is introduced through a kingdom under pressure.
Stormwind, Karazhan and the surrounding landscapes establish only part of a much larger world. The film uses the invasion to introduce its geography through movement rather than treating Azeroth as a static catalogue of game locations.
The smallest character carries the future.
Durotan's son survives beyond his parents' immediate struggle. Sending the infant downriver transforms the ending from a conclusion to an origin, connecting Durotan's choices with a future the film itself does not yet reach.