Full Stack Filmmaker Framework™ — Compositing Academy Pre-Order $449

Take any project to the final frame.

For filmmakers  ·  For VFX artists  ·  For small studios

Deliver work that looks far beyond its budget — a single shot, a short film, or a client job. The Full Stack Filmmaker Framework™ closes the three handoffs where projects stall, without a big crew, a big budget, or years spent specialising.

The system behind our finished productions, completed solo or as a small team
Pre-Order the Course $449 pre-order · $549 after release
Watch how this one was made
Taught in Blender Nuke ComfyUI
Thousands of students across Compositing Academy courses Senior compositor at ILM · Weta Digital · Sony Imageworks Four finished films made with this exact system

Practice goes deep. The problem is sideways.

Every hour you've practised made you better inside one craft. The place your projects stall is between them.

Getting deeper at comp doesn't move you an inch toward knowing what to shoot. Getting deeper in Blender doesn't teach you what a plate needs. The handoffs sit between the crafts — and in a studio each one belongs to no single department, so nobody has ever had a reason to teach them.

Filmmaker
Plan & shoot it
Shot without knowing
what post will need
VFX Supervisor
Capture it right
A plate that won't align
to a 3D scene
3D Generalist
Build & light the world
Renders that never
quite integrate
Compositor
Finish the frame

Anyone can learn a craft. The Full Stack Filmmaker Framework™ bridges the three handoffs between them.

Nobody teaches the crossing

Every course teaches one stage. Key this. Track that. Light that. But a film is the handoffs between stages — and the people who know them sit inside studios, where an artist only ever works one chair. It has essentially never been taught outside.

You're waiting for a budget that isn't coming

You've decided the project needs $50K. It needs shot design that's honest about cost. Some shots read as a hundred thousand dollars and cost nothing. Others look cheap and eat your entire schedule.

You think you need gear you don't need

No stage. No cinema camera. No render farm. The bottleneck was never the equipment — it's that nobody showed you how to shoot with what you own so the footage survives the pipeline it's about to enter.

Tutorials taught you buttons, not decisions

You know where the nodes are. You still can't stand in an empty location and know what to shoot, how to light it, and what you'll actually be able to finish. That's judgment, and it only comes from someone who has shipped.

The proof

Every lesson came out of a finished project.

Not slides. Not a demo scene built for a course. Real productions with real problems — and you get the actual footage, terrain, and assets from the hero project to work with.

The Rider · 10 shots · production complete
You get the hero shot assets
The Rider
Iceland volcano photogrammetry, drone-scanned terrain, greenscreen-to-desert integration, and FX-heavy finishing by a tiny team. The primary case study of the course — you work on the real plates.
The DragonCreature integration · virtual productionStudied as an example · assets not included
The TemplarDrone previs · extended CG camerasStudied as an example · assets not included
Greenscreen Virtual ProductionSimulcam · live CG framingStudied as an example · assets not included
Ice Apocalyptic Set ExtensionSet extension · full CG environmentStudied as an example · assets not included
The budget answer

The framework starts at zero dollars.

Every budget level has its own strategy. You don't need money to start. You need to know exactly what your level can and can't buy, and how to punch one level above it.

Levels 0 to 1

Asset-driven projects

Design projects around what already exists. Keep VFX-heavy work to a few hero shots. Make one shot film-level before attempting a film.

$0 to pocket money
Levels 2 to 3

1 + 1 = 4

Find collaborators with adjacent skills who share the upside. Outsource only the brutally time-intensive work.

A few thousand
Level 4

Small crew, real production

If you can film, supervise, do 3D layout, light, and comp yourself, you save tens of thousands. You only pay for assets, actors, and animation.

$10K to $15K
Levels 5 to 9

Production budgets

The same decision framework scales up. The judgment you build at level 1 is what keeps a real budget from evaporating.

$50K to $10M+

Most people are stuck at level 0 believing they need level 5. The gap is judgment, and judgment is teachable.

The mindset shift

You don't have to build every piece yourself.

The reason solo projects collapse is that people try to author every asset. You're learning the opposite job: composing the frame and deciding where each piece comes from.

Asset creator
Sinks a month into a single object.
Modeling Texturing FX sim
vs
World builder
Finishes the whole frame.
Framing Composition Story

Every asset has three possible origins

With real understanding across all four disciplines, you choose the cheapest route that still serves the shot.

Something that already exists
Libraries, kitbash, stock
Your own hands, or a collaborator
Solo, or scale to a small team
Generated* (optional)
Specific pieces, on demand

* Generated assets still have real limits today. They can't do everything, and we map exactly where they deliver and where they break down.

Curriculum

What you'll be able to do, module by module.

Each module lists a few of its lessons so you can see the territory it covers. The full breakdowns, exact setups, and case studies live inside.

Module 01 Greenscreen, solved Shoot green that keys clean, tracks solid, and sits inside a CG world — including the shots people tell you can't be done on green.
1.1Lighting greenscreens, and lighting actors to match CG worlds
1.2Tracking greenscreen and shallow depth-of-field shots
1.3Depth of field and rack focus techniques for greenscreen
Full lesson list available when the course releases
Module 02 Plan before you burn money Know a shot works before you roll. Scan the space, measure the set, previs it — and stop discovering your problems in post.
2.13D scanning your shooting space so you can plan inside it
2.2Set measurement, from tape measure to lidar to photogrammetry
2.3On-set previs methods from our drone and rider shoots
Full lesson list available when the course releases
Module 03 The cost-control playbook Design shots that look expensive and cost nothing. Shot design, lighting design, and production design priced honestly — the highest-leverage module in the course.
3.1Shot design economics: parallax, silhouettes, and camera moves priced honestly
3.2Perception vs. reality: why some "expensive" sets cost almost nothing
3.3Lighting strategies that hide budget limitations
3.4Minimalist vs. cluttered design, and when each one saves you
3.5Using AI assets strategically without the AI look
Full lesson list available when the course releases
Module 04 The live-action bridge The crossing Take one real plate all the way to a finished frame — track, align, light, comp, deliver. This is the part nobody teaches, walked through end to end on real shots.
4.1Scene alignment for every scenario, even unknown cameras and lenses
4.2Camera projections and image planes in Blender, done right
4.3Our Blender to Nuke lighting workflow, from slap comp to final
Full lesson list available when the course releases
Module 05 Camera language for virtual worlds Make CG cameras move like a human with taste is holding them, and extend a real camera move into CG so nobody can find the seam.
5.1Virtual camera fundamentals and motion cleanup
5.2Forcing depth: parallax, reflections, particles, and lens compression
5.3Extending greenscreen camera moves into full CG shots
Full lesson list available when the course releases
Module 06 Pipeline that lets you finish The unglamorous layer that decides whether the film ships or rots in a folder: file management, render speed, and working around slow tooling instead of waiting on it.
6.1Solo-artist pipeline: file management, versioning, and asset libraries
6.2EXR management and render optimization for normal hardware
6.3Budget levels 0 through 4: the right strategy at every stage
Full lesson list available when the course releases
Included with the course

We removed the friction so you can actually finish.

Half of what makes hybrid filmmaking impossible solo isn't skill — it's friction. Every tool here exists because something was too slow to survive a real production. They come with the course.

Blender

Previs and camera tools

Fast image planes, camera path helpers, proxy playback for heavy previs scenes, and virtual camera workflow add-ons.

Blender

Environment tools

Spot grading, object blending, projection tools, and LOD proxy management for building large environments that stay fast.

Nuke (Indie or Commercial required)

Relighting and comp tools

GPU-accelerated relighting and a set of compositing nodes that turn the slowest parts of hybrid work into quick, controllable steps.

Blender + Nuke

Pipeline tools

Automated read and write setups, script management, EXR export helpers, and the glue that keeps a solo pipeline organized.

It doesn't stop at solo

Deliver it alone — then direct a crew with the same skillset.

Once you can carry a shot across all six stages yourself, you know exactly what to hand to someone else and what it should cost. The skillset stays constant. Only the crew scales.

1
Solo
You deliver the whole project, end to end.
3–5
Small team
You direct a handful of specialists.
6+
Larger productions
You scale the crew as complexity grows.
Instructor portrait

Taught by someone who crossed it

Alex Hanneman IMDb Verified

Alex is a Senior Compositor with credits on numerous feature films, at Weta Digital, Industrial Light & Magic, Sony Pictures Imageworks and more — then spent years building and finishing his own productions outside the studio system, with small teams and small budgets. This course is that second half.

  • Feature-film credits
  • Senior Compositor
  • Four self-financed productions
Before you decide

The four things stopping you are all false.

Each one has been tested against a finished production, not an opinion.

Myth 01

"I need a real budget to make something that looks expensive"

Truth

You need cost judgment, not cash

The framework starts at level zero. Parallax, silhouettes, minimalist design, lighting that hides limitations — these are decisions, not purchases.

Myth 02

"I don't have the gear"

Truth

Whatever camera you own is enough

Our productions were shot on ordinary equipment and finished on a single workstation. What decides the result is how you shoot, so the plate survives tracking, keying, and integration.

Myth 03

"I'm a compositor, not a 3D artist"

Truth

You're not going to model anything

No modeling, texturing, or FX simulation. You're learning to assemble worlds — placing, lighting, framing, finishing. If you can light a scene in Blender, you're ready.

Myth 04

"I should wait until AI can just do this"

Truth

Generated assets can't design a shot

They produce pieces. They can't decide what a frame needs or hold continuity across ten shots. The person who can direct a shot end to end is the only one who can use them well.

Pre-order open

Stop waiting for permission to make your own projects.

Pre-order the Full Stack Filmmaker Framework™ now and get early access benefits that won't be part of the regular release.

Pre-order benefits
The tools, before anyone else The same pipeline, Nuke, and Blender tools we finished the films with — as they drop $1,000+ value
A location you didn't have to fly to Full access to the drone-scanned Icelandic lava terrain. Commercial use for small teams $500 value
The FX you can't simulate yet Houdini-rendered pack: 4 relightable geyser smoke, 4 relightable debris and dirt impacts, 1 relightable giant explosion, 1 launching spark, 3 lens dirt elements. Commercial use for small teams $400 value
The hero assets from the actual film The Rider vehicle + the Sky vehicle $500 value
The full course, the moment it releases Lifetime access, including every future module. Estimated full release: 1.5 to 2 months
Recommended prerequisites
Nuke beginner experience. New to Nuke? You can bundle our Nuke Beginner Series with your pre-order in the panel on the right. Nuke Non-Commercial works for most workflows in the course, but Nuke Indie is required for our relighting tools.
Blender beginner knowledge. No course needed. A few hours of free YouTube tutorials will get you there before release.
Pre-order price
$449
$549 after full release
Save $100 + $2,400+ in production assets and tools

Lifetime access · All future updates included
Pre-orders are for a course in active development; curriculum may be refined before release.

FAQ

Common questions.

I've never finished a project. Is this too advanced?

That's the exact problem this was built for. You need beginner Nuke and beginner Blender, and that's it. Everything after that is about decisions — and decisions are precisely what nobody has taught you.

How is this different from Unreal-based filmmaking courses?

Different job. Those teach you to build and render worlds inside a game engine. This teaches you to shoot a real actor and put them into any world — the live-action side, the on-set side, and the finishing.

If your films have people in them, that's the bridge you're missing.

Do I need to know Blender or Nuke?

You need beginner knowledge of Nuke, which is covered in our Nuke Beginner Series.

Beginner knowledge of Blender is also required, and you can get it for free on YouTube. We aren't focusing on modeling or texturing every object from scratch. We use Blender for world assembly, lighting, and materials. If you're comfortable placing objects, setting keyframes, lighting, working with basic shaders, and rendering an image, you can take this course. A few hours of free YouTube Blender tutorials (4 to 5 hours) and you'd be ready.

Do I need a camera?

If you want to make your own projects with live-action footage, yes. Whatever you have can work, even if it's just an iPhone.

You can still complete this course without a camera, since we provide the plates — but the goal is to send you out to shoot your own.

Do I need to know ComfyUI?

No. ComfyUI is optional in this course, but we'll show some examples of how it can be useful if you want to use it. Some productions prevent generated assets from being used, so it's not core to this Framework.

For those examples we use ComfyUI Cloud, which is very simple, and we also show RunwayML as an alternative. Both interfaces are simple, and the workflows you actually need don't require over-complicated ComfyUI graphs.

ComfyUI Cloud does require credits, which may run $10 to 15 if you want to generate with it.

Do I need Beeble?

We use Beeble to generate normals. If you want to relight your own footage, you'll need a Beeble subscription for a month. However, if you just want to follow this course, you don't need to subscribe, as we provide the final output passes you need to practice with.

Is this a compositing course?

There are compositing lessons in Nuke, but this is not only a compositing course. This is a broad overview of crossing the production bridge from end to end so you can create your own projects. We solve bottlenecks at each stage, give you a custom pipeline and tools, and show the main strategies for creatively building shots. We don't cover basics such as camera tracking or greenscreen removal (those are covered in the Nuke Beginner Series).

As bonus content, there will be an overview of some shots from The Rider covering how they were built up in Nuke, for those interested in the compositing side specifically. This is not compositing the project from scratch, as that isn't the purpose of this course.

What assets come provided in the final course?

The course provides the hero shot assets from The Rider project: greenscreen plate, lava terrains, vehicle, and HDRI. The Rider is the hero project of this course. For example, we'll practice on some of the greenscreen shots from The Rider and round-trip them across the production pipeline.

We'll look at examples from the other productions shown above in relation to concepts applied on those productions, but those shot assets are not part of this course. They provide additional context on how the same principles apply to many different shots, and how you'll apply them to your own projects.

Do we learn CG integration?

This course is primarily aimed at integrating actors on greenscreen into virtual environments, shooting the footage properly, and kitbashing and blending CG environments. CG integration (a CG object over live-action footage) is not the primary goal.

However, many of the same techniques are used in CG integration projects. This course is extremely useful even if you want to do CG integration afterwards. The scanning techniques, footage processing, creative and technical workarounds, and custom pipeline tools are all relevant and necessary.

Many principles in this course are also useful for Blender to Nuke workflows, including full CG shots. The goal with Full Stack Filmmakers is that you can work in live-action, full CG, or anything in between.

Will I get the pre-order assets immediately?

We'll be uploading the tools, pipeline, and assets over the coming weeks (ETA early August) for pre-order members.

Is the course content final?

No. The course is in active development, so module structure and lesson order may be refined as we reach near or finish production.

Is there email support?

There is email support related to the course content, but we can't consult on or supervise your personal projects. If the question is directly related to the content as it applies to the examples in the course, support is available.

Are there refunds?

We don't offer refunds once you've purchased, as you have immediate access to the digital content we've created.

Compositing Academy · Full Stack Filmmaker Framework™ Live action · Full CG · Anything between