The visual effects that make the impossible believable in In the Lost Lands

Published on January 07, 2026 | Translated from Spanish
Realistic dragon in In the Lost Lands, created in Maya and integrated with Nuke for visually believable fantasy.

When fantasy becomes (almost) real

If there's anything harder than explaining to your grandma what a PBR shader is, it's making a 20-meter dragon look as real as the neighbor's dog. 🐉 In In the Lost Lands, NOLABEL achieved exactly that: an epic fantasy that doesn't look like it's from a game engine, but from a world that could exist… if physics and biology were more flexible.

Here there's no shiny and polished magic, but dirt, cursed shadows, and fire that burns even per pixel.

Houdini for magic, Maya for monsters

The team used Houdini to simulate chaotic magic effects, epic winds, and fire that doesn't look like it's from an Instagram filter. Meanwhile, Maya was in charge of bringing creatures to life with anatomies that even a veterinarian would hesitate to diagnose. Because, let's be honest, who knows how a three-headed dragon breathes? 🤔

The trick is that the trick isn't noticeable

The key was to treat each effect as if it had to fool a professional skeptic. A dimensional portal? Let the particles drag leaves from the ground. An ice spell? Let the breath come out at the right angle. ❄️ No "anyway, it's fantasy, the audience will buy it". Here even the craziest magic follows internal laws… or at least, rendering laws.

And if something went wrong, there was always the perfect excuse: "It was a compilation error on the render farm… or maybe a file corruption spell". 🧙‍♂️ After all, in epic fantasy, even bugs can be lore.