Most people on a film production arrive at the beginning of prep and wrap at the end of the shoot. For VFX Producer Rich Yeomans, the journey is very different. From the moment a production begins to the moment the final frame is delivered, Richard is there — breaking down scripts, briefing vendors, managing budgets and shepherding some of the most complex creative work in modern filmmaking from concept to screen. It's a role that is as demanding as it is fascinating, and one that has taken Richard from Harry Potter and the Prisoner of Azkaban all the way to Masters of the Universe, one of the most eagerly anticipated blockbusters of 2026. A Production Guild member for nearly a decade, Richard sat down with us to talk craft, career and what it really means to produce VFX at the very highest level.

It feels pretty special to be honest. You don't often get the opportunity to work on a project you were a fan of growing up, so being part of Masters of the Universe has been a real privilege.
I began my career as a runner at MPC in 2001. After six months of general running duties, MPC was expanding its film division, and I was asked if I'd like to become the film department runner and assist the print editor. It was there that I first met and worked with the client-side VFX team on Harry Potter and the Chamber of Secrets. When that project wrapped, they were heading straight onto Harry Potter and the Prisoner of Azkaban and offered me a PA role client side. I took the opportunity, and the rest is history.

The years working on the Harry Potter films taught me a huge amount—so much, in fact, that it’s hard to list it all. We became a very tight, well-organised team, constantly refining processes, trying new things, and pushing things forward.
You don’t always realise it when you’re in the middle of it, but looking back it was an incredible time and something that’s stayed with me ever since, not least because of the people across so many departments that I worked with. There was a real sense of family on those films.
It starts in in prep with breaking down large and sometimes complex script, identifying the VFX requirements, and working closely with the VFX supervisor and production team to build out early budgets, schedules, and a workable vendor strategy. With a show that has a huge scale, a big part of that phase is simply understanding the scope and making sure it’s structured in a way that can realistically be delivered. Once you move into production and shoot, the focus shifts onto set support and the constant flow of material coming in from principal photography. It’s about managing early look development turnovers, keeping multiple vendors aligned, and making sure the right decisions are being made quickly enough to support an active shoot while also not losing sight of the bigger picture. With multiple facilities working in parallel, communication and consistency become critical.
In post, the role becomes more about overall management across vendors work, managing feedback cycles, tracking progress, and making sure everything is converging towards a consistent final look across the film. With thousands of VFX shots across the show, the scale alone means you’re constantly balancing priorities, schedule, and cost while maintaining creative intent. By the end of the process, it’s about pulling all of that together into final delivery — ensuring every shot is approved, properly conformed, and delivered to spec. It’s a long journey but having that continuity from script through to final pixel is one of the most rewarding parts of the job.

Communication is key, along with having a strong, well-organised production team both on the VFX production side and within each vendor. A lot of it comes down to consistent tracking and transparency—every shot, plate, element, and cost is managed centrally so that everyone is working from the same information at any given time. That’s what keeps multiple vendors aligned and avoids things drifting across a show of this scale.
On Masters of the Universe alone, there were 2,180 VFX shots, which equated to roughly an hour and 40 minutes of final screen time, so implementing and keeping a structure in place was essential.

The budget is always driven first and foremost by the script and script breakdown. From there, it’s about building an informed estimate and then continually refining it through production meetings with the director, producers, and other HODs. As creative decisions evolve, you’re effectively managing scope development and updating the budget to reflect what’s been discussed and agreed, while keeping an eye on contingency.
Before you go into shoot, everything is locked across departments. From a VFX perspective, that means you’re then tracking what’s been shot against the agreed VFX allowances in the locked budget, maintaining clear visibility on scope and spend as the production progresses.
As the show moves into post, it becomes a constant exercise in variance tracking and change control — flagging potential “hot costs” early and assessing them against the evolving edit. Those are always raised with the understanding that the film is still in flux creatively, so you’re continuously balancing current spend against final scope as the cut comes together.
I like the size and scale of feature film projects, and the fact you get to follow them through the full process from script through to final pixel. There’s something satisfying about seeing a shot evolve over that length of time, and being part of shaping it all the way through.

The pace in film does differ from high-end television, particularly in terms of schedule structure and iteration cycles. In film, there’s generally more time to explore and refine shots, which allows for a deeper level of development and polish, especially on complex sequences.
High-end television tends to move at a faster cadence, with tighter turnaround times and more continuous delivery. That requires a slightly different rhythm in how work is planned and prioritised.
Both environments are highly demanding in their own way, but the main difference is really how that time is distributed across the life of a show.
One of the biggest changes I’ve seen over the past two decades is the shift from traditional film workflows into fully digital pipelines. Early in my career, a lot of the process still had strong ties to 35mm film, and even the day-to-day communication and review workflows were far more manual than they are now.
I remember a time when you’d be pigeon-holing or faxing memos between departments or companies and physically transferring media onto formats like Beta SP just to review previs or cuts with a director. Compared to today’s instant playback, cloud-based review, and global collaboration tools, it’s a completely different world.
The introduction of laptops, digital dailies, and then the broader move into fully connected production pipelines completely changed the speed and flexibility of how we work. More recently, tools like real-time rendering and virtual production have added another layer again, particularly in how quickly you can iterate and make decisions.
From a production point of view, it’s made the job both faster and more complex—you can move at a much greater pace, but it also means there’s far more information and moving parts to manage at any one time.

Comfortable shoes, a warm coat, and good coffee — that’s pretty much non-negotiable on a long shoot. You end up spending a lot of time on your feet and moving between meetings, sets or locations, so the practical stuff really matters more than anything else. If the coffee’s good, even better — it makes those early call times and long days a bit easier to get through.
Being a member of the Production Guild for almost ten years has been a real constant throughout my career. It’s given me a sense of community within the industry and a place to connect with other people working across production in film and television.
Over that time, it’s been valuable both in terms of relationships and knowledge-sharing. The industry can be quite fast-moving and fragmented at times, so having that wider network has helped immensely.

Learn as much as possible across all aspects of VFX. Talk to people in different roles, ask them how they approach their work, and take on as much knowledge as you can from those around you. Communication is key—be clear, be timely, and don’t be afraid to ask questions. There are a lot of acronyms and jargon in VFX, and you’re not expected to know everything when you start out. The important thing is to listen, stay curious, and build your understanding over time with practical learning and experience.
I’d also say don’t rush the progression. Take the time to really grow into each role as you move from PA upwards. Experience counts for a lot in this industry, and the lessons you pick up along the way will serve you much more than trying to move up too quickly.
If there’s one thing I wish I’d been told earlier, it’s that you don’t need to have all the answers straight away—what matters more is showing up, paying attention, and consistently learning from the people around you.