Back to newsfeed

Talent Spotlights

Meet The Makers | Sukumar Senthilraj, FX Senior Artist

As SpongeBob SquarePants celebrates its 25th anniversary, the beloved character continues to captivate audiences of all ages. But what does it take to bring this iconic world to life? Join us as we explore the creative process, the innovations in animation technology, and the inspirations that drive this talented artist and his team.

14 August 2024
In this Meet The Makers interview, we sit down with Sukumar Senthilraj, Senior FX Artist at Mikros Animation, to delve into the technical artistry behind Kamp Koral: SpongeBob’s Under Years. Sukumar shares his journey with the show, the challenges of blending 3D and 2D elements, and the collaborative efforts that make each episode a visual delight.
  • SpongeBob celebrates its 25th anniversary this year. When and how did you first become introduced to this iconic character?

SpongeBob is a well-known character across all age groups. I started noticing and enjoying the show after my child began watching it on TV about 5-6 years ago. I still love watching some episodes with my child.

  • What were the biggest technical challenges you faced in making this season?

The FX visual representation of this show combines both 3D and 2D elements. It involves a type of animated FX that makes it difficult to control the natural behavior of fluids and particles. Since we’ve been working on this show since the first season, we’ve developed a deep understanding of the look and feel of each FX element. This allowed us to create our own rigs, making it easier to control them according to each shot’s requirements.

Kamp Koral Mikros
  • What are the main differences between the work done in the first season and the second season?

Certainly, our focus was on achieving the desired look and feel while ensuring the timely delivery of each episode. We meticulously documented errors and challenges encountered during the first season, enabling us to master them in the second season.

  • What software and animation tools did you use for this season?

As the FX department, we utilized Maya, Houdini, and RealFlow for the simulation of particles, fluids, pyro FX, liquids, and other FX-related elements. For post-processing, we used Nuke to composite the final output from various rendered elements produced by other departments. In-house tools were developed for each software by Mikros’ R&D team, and the pipeline played a crucial role in optimizing our workflow.

  • How did the collaboration between the different teams and departments go in producing this season?

Kamp Koral involves collaborative efforts across multiple departments to meet our scheduled targets. Daily meetings at different levels of the project ensure that everyone understands their shared goals and collaborates effectively to achieve them. Team members at Kamp value each other’s contributions, fostering a supportive environment.

  • Were there any specific references or inspirations that guided your work on this season?

Working on animated episodes provides a fulfilling experience as we accompany characters on their daily journeys. Previously, I worked on similar animated series such as Little Krishna, Heidi, and Maya the Bee. However, in Kamp Koral, all the characters are globally recognized, which inspired me to seize the opportunity offered by Mikros.

Thank you Sukumar!