How the 'Dune' VFX and Sound Teams Made Sandworms From Scratch

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How the 'Dune' VFX and Sound Teams Made Sandworms From Scratch
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“Dune has been such an inspiration for a lot of science fiction lovers and movies that have been made. In Star Wars there’s a sandworm. So, we wanted to do something quite original, and terrifying.”

Then there was the matter of the worm’s namesake: the sand. The creatures themselves get a few money shots in, but a lot of the time they’re spotted by their movements underground. Those ripples on the surface of the dunes, which Herbert called “,” also had to be created digitally.

The noise the sandworm makes when it swallows a spice harvesting machine whole? That’s sound editor Mark Mangini with a mic in his mouth sucking a lot of wind. To practice that philosophy, they came up with another new concept: fake documentary realism, or FDR for short. The idea was thatneeded to sound like a documentary made by a crew sent to Arrakis. Not too “sound design-y,” Green says. So for the sandworms, the pair defied monster movie clichés and made a “fluttery” sound for wormsign—something that signifies danger in a distance. They took hydrophones—underwater microphones—to Death Valley and recorded the sound of sand moving.

The result is something that’s hauntingly sparse, like Arrakis itself. It’s also very different from the whiz-bang of most sci-fi movies. “Something I’ve noticed about Denis is that he has never once given me something from another movie as a reference,” Green says. “He uses other movies as examples of what not to do,” Mangini adds. Sandworms, then, are unlike any of the monsters in those films.

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