KIND OF
VFX
STUDIO
We launched Mosaic Studios believing that we could build something different: something more adaptive, producing better work, more efficiently.
The team behind Mosaic began building a scalable, cloud-based infrastructure as Assembly VFX with great success. Unfortunately our parent company, Assembly, became one of the casualties of the industry crisis, closing after a catastrophic flood at the end of 2024. But the VFX team wasn't willing to let what we’d built go to waste. The creative, production and technical teams behind Assembly VFX rebuilt under new ownership.
The result is Mosaic Studios, a lighter, more nimble company, laser-focused on what we love doing: visual effects.
Our studio is owned and operated by the people who do the work: artists, producers, developers. We don't answer to anyone — except our clients.
We take initiative. We take risks. We always have each other’s back. And together, we punch far above our weight.
2025
Characters
Set extension
Enhancement
Hard surface
Products
Vehicles
Props
Destruction
Gore
Hair / Fur
Particles
Fluids / Oceans
Character FX
2D Enhancement
Set Extension
Screen Comps
Greenscreen Comp
Car process
Cleanup
Beauty
2.5D Extensions
Full CG Extensions
Extension
Click to view Creature reel
Character
Development
Concept development
Look development
Previz & postviz
R&D
Pipelines
For our Emmy Award-winning work on Ripley, Mosaic Studios developed a bespoke pipeline and project plan, effectively integrating our team as an in-house VFX department for the production.
Mosaic supervisors and leads collaborated directly with director Steve Zaillian in the post-production offices defining the look, while our remote team implemented approved shots across sequences, all operating within our secure cloud infrastructure but physically located in New York to qualify for local post-production tax credits.
This unique model provided the convenience of an in-house team while leveraging the power of a large-scale VFX facility: advanced software, technical support, production management tools, and a high-performance render farm.
The result: a team of just 14 people completed nearly 1,000 shots over the course of the series.

