A feature-quality TV series
Max & the Midknights uses a feature-inspired, three-act structure across 20 serialized episodes to capture Max’s hero’s journey.
“Max & the Midknights is a huge story,” explains Sharon Flynn, Co-Showrunner and Co-Executive Producer of the show at Nickelodeon. “Even from the script and story stage, we were aiming bigger than TV—we were aiming for that feature scope.”
David Skelly, Co-Showrunner and Executive Producer wanted the world itself to feel massive, lived-in, and interconnected. Rather than a series of siloed, smaller sets, Skelly dreamed of connecting the whole world together so all the sets would function together in real space.
“I wanted to bring a camera from a table inside a house, through the window, down the street, out the front gates of this medieval town, into the hills in the distance—and never cut,” says Skelly. “And that’s what we did.”
Sets were designed to feel real, textured, and storied—everything you see in every shot is tied to a fictional history. “From a filmmaking standpoint, I wanted to make sure that when you entered into the adventure, it felt like a real place,” explains Skelly.
That sense of a living, breathing world is not typical in TV animation. Every prop, home, and costume needed a purpose and history. “It wasn’t just a medieval house,” says Skelly. “It was Kevyn’s house—someone lived there.”
Turning the traditional animation process on its head
Traditional animation begins with storyboarding before layout can begin. “We subverted the normal CG animation production pipeline in that we didn’t start with storyboards,” says Skelly.
Instead, the Max & the Midknights team first built the entire CG world (based on final scripts), then stepped inside it with virtual cameras to shoot coverage like a live-action production.
Directors could explore sets, block scenes, and shoot multiple angles—something normally too time-consuming or expensive in animation.
After cutting footage into a preliminary edit, storyboard artists added character performance on top of the already locked compositions.
This brought a new level of economy to the process: boards were drawn only for shots known to work visually.
“What makes this process special from a storyboarding standpoint is that it’s efficient,” says Skelly. “There’s virtually no waste, because we know what our angles are going to be, we know what the character blocking is.”
The visual style of the show is just as innovative as the way it was produced. The team wanted to stand out from the usual 3D animation look, and drew inspiration from stop-motion animation.
That resulted in employing techniques such as “animating on twos”—holding a pose for two frames before moving to the next pose; creating a hand-made aesthetic for the world, as if it were built from plasticine or foam latex; and using oversized textures to imply that these are miniature models on a stop-motion set.
Max herself is designed like a 10-inch stop-motion puppet, and all props are sized so nothing appears smaller than what could be built by hand.
The team even came up with imaginative ways to create hand-crafted VFX. These included smoke simulated from cotton-like string geometry in Houdini; fire that cycles through modeled flame shapes using replacement-piece geometry; and water that combines layered textures, normal-mapped geometry, and stylized foam simulation.
Merging live-action techniques with animation
To build a world that felt genuinely lived in, the team created environments that were fully modular—walls, roofs, props, and houses could be swapped and instanced like game assets to create a vast, diverse city.
The result was the huge world that Skelly had been looking for, but an environment of that scale presents a challenge when it comes to rendering speed.
To address this, the team was able to load up the entire world in Unreal Engine and then toggle off sections they didn’t need for filming that day, whether it was a specific section of the neighborhood or an area of a house.
That modular way of thinking extended to the zombie foes who attack Max and her friends as she undertakes her quest. By dividing zombie body parts into heads, torsos, arms, and legs and loading them into a rig, the team could create an endless combination of different undead characters for the heroes to defeat.
"The cycle animation we created for the FBX rigs could be randomized,” explains Sica von Medicus, CG Supervisor on Max & the Midknights. “We could adjust it in Sequencer and build these expansive and immersive crowds of growling zombies. This process really gave the feeling that there was a true horde of zombies chasing the kids.”
Reinventing the animation pipeline with Unreal Engine
Max & the Midknights stands apart not only for its story and visual identity but for its reinvention of the animation pipeline.
“We put every episode into the same Unreal project,” says Perry. “We had an entire season in one Unreal project that was being worked on by up to 10 different artists at the same time, and it worked brilliantly.
“I could hop in there and open up episode two, look at a shot, fix it, go to episode 20, pick up a shot, fix it—and that kind of flexibility was unlike anything I’d ever seen before.”
By merging live-action methodology with real-time tools, the team created a tactile, cinematic world rarely seen in television animation.
“We couldn’t have made Max & the Midknights without Unreal Engine,” says Skelly. “Not this version of this show. This is the most extraordinary, satisfying, fun project I've ever been a part of. I’m so proud of this team—we made this show the way we wanted to, because of Unreal Engine.”