MRMC Bolt Jr. camera robot lined up on a practical couch set in front of the Form Studios LED volume at Cinedept in Van Nuys
August 28, 2026Virtual ProductionMotion Control

Call of Duty Meets Nintendo Switch 2: Virtual Production, Motion Control and Unreal Engine

When the new Call of Duty: Modern Warfare 4 pre-order trailer for Nintendo Switch 2 came together, the production called for a mix of practical sets, LED virtual production, Unreal Engine and motion control.

ClientActivision · Nintendo
AgencyAspect
DirectorDavid M. Gil
StudioForm Studios × Cinedept, Van Nuys
ServicesVirtual production · Motion control · Unreal Engine
LED / RenderUnilumin · Puget Systems

We worked alongside Cinedept at our partner studio in Van Nuys to bring those pieces together and create several different environments without moving the production from location to location.

Behind the scenes: the Bolt Jr., the practical sets, and the LED volume that brought the trailer together — with the team at Cinedept.

Building a Bus Inside the Studio

One of the main setups was the interior of a bus. The production design team built the practical bus interior directly in front of our 26' x 10' LED wall, including the seats, walls, windows and other physical elements the talent would interact with.

Everything outside the windows came from the LED wall. Background plates gave the shot a moving exterior while throwing natural light, reflections, and color back into the practical set — a physical foreground with a completely digital world past the glass, and the talent, camera, and set fully controlled inside the studio.

Practical bus interior built in front of the LED wall, with a moving street exterior playing across the volume and the Bolt Jr. robot lined up on the shot
The practical bus interior built in front of the LED volume. Everything past the windows is playing on the wall.

Extending Practical Sets with LED

The bus wasn't the only environment we created this way.

For several interior scenes, the production team built only the practical elements that mattered most to the camera and talent. A couch, table and other foreground pieces established the physical space, while the LED wall completed the rest of the room.

Instead of constructing an entire location, we could build just enough practically and use the LED wall to extend the environment beyond it.

Some scenes used background plates while others took the workflow further with environments running in Unreal Engine.

Practical couch, coffee table and lamp dressed in front of the LED wall, with the wall completing the rest of the room behind the talent
Only the foreground was built. The LED wall carried the rest of the room, along with the light and color falling on the set.

Connecting Motion Control to Unreal Engine

For the motion control work, Ben Sledge brought in an MRMC Bolt Jr. camera robot.

The robot wasn't only being used to create repeatable camera moves. We also sent tracking data from the Bolt Jr. into Unreal Engine so the virtual camera could follow the movement of the physical camera in real time.

As the robot moved through a shot, Unreal Engine updated the perspective of the environment on the LED wall to match.

That combination gave the production the precision and repeatability of motion control while maintaining the perspective and parallax needed for an in-camera virtual production shot.

Monitors on set showing the bus shot as captured in camera, with the practical set and LED wall visible behind
The shot as it came out of the camera — practical foreground, LED exterior, no compositing.

Practical Production, Virtual Environments

What we liked about this project was that there wasn't one workflow being forced onto every shot.

Some shots made sense with background plates. Others benefited from Unreal Engine and real-time camera tracking. Practical set pieces were built wherever physical interaction or foreground detail mattered, and the LED wall handled the parts of the environment that didn't need to physically exist.

Motion control became another piece of that same system.

That’s where virtual production becomes especially useful. It isn’t necessarily about replacing practical production. It’s about having more options for deciding what needs to be physically built, what can live on the LED wall, and how those two worlds can work together in camera.

It isn’t about replacing practical production. It’s about having more options for what gets built, what lives on the wall, and how the two work together in camera.

Form Studios + Cinedept Los Angeles

The project was shot at our Form Studios and Cinedept partner studio in Van Nuys, California.

The stage runs a Unilumin LED volume driven by Puget Systems render nodes, with an Unreal Engine pipeline and camera tracking — the same virtual production setup we run across Form Studios projects around the country.

If you’re planning a spot that needs more locations than the schedule allows, this is the workflow. Tell us what you’re making, or walk the Los Angeles stage.

Call of Duty: Modern Warfare 4 — pre-order trailer for Nintendo Switch 2.

Project Credits

DirectorDavid M. Gil
Director of PhotographyManuel Caballero
Motion Control OperatorBen Sledge
Production DesignerPhillip Salick
VP SupervisorsDavid Stapp and Shawn Herold
Unreal Engine OperatorMacario Alvarez
AgencyAspect
Production CompanyCinedept
LED VolumeUnilumin
Render SystemsPuget Systems