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How God of War and The Mandalorian and Grogu Meet at VIEW Conference 2026

By Freedom251 Team · · 3 min read

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VIEW Conference 2026 puts two different kinds of screen craft on its program: Bruno Velazquez will discuss the one-shot camera approach in God of War Ragnarök, while Hal Hickel will present on animating The Mandalorian and Grogu. They are separate talks on separate days, not a joint presentation. Their shared appearance at a computer-graphics conference highlights a broader games-and-film connection, but the program does not say either talk will compare the two mediums.

Two talks, two different creative challenges

VIEW describes its 2026 event as the 27th International Computer Graphics Conference, running October 12–16 in Turin. The schedule places October 12 events at ITS ICT and October 13–16 events at OGR, with evening screenings at Cinema Massimo. Its access note says the Light Pass covers talks, panels, and keynotes. VIEW Conference 2026 program

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Speaker and session When and where What the program establishes
Bruno Velazquez — “One-Shot Camera Approach in God of War Ragnarok” Wednesday, October 14, 12:45–13:45 CET; FUCINE; in person, in English VIEW identifies Velazquez as Game Director of God of War Ragnarök at Sony Santa Monica Studio. The program names the one-shot camera approach as the session subject, but supplies no detailed talk description.
Hal Hickel — “The Mandalorian and Grogu: Animating a Galaxy” Friday, October 16, 17:45–18:45 CET; FUCINE; in person, in English The session title frames the subject as animation for the feature. The program does not provide a transcript or further technical description.

Both entries are listed in the VIEW program. A separate “Ask me Anything about Games, VFX and Animation” on October 12 lists both Hickel and Velazquez among its participants. That AMA is distinct from their individual talks.

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What Velazquez’s one-shot camera talk is about—and what is known

The session title points to a camera approach used in God of War Ragnarök, and VIEW identifies Velazquez as the game’s Game Director. That makes the talk a game-direction perspective on a camera concept. The published schedule does not explain how the approach was designed or implemented, so it does not support claims about specific production methods or lessons from the session.

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Hickel’s animation experience

VIEW’s speaker biography says Hickel joined Industrial Light & Magic in 1996 after working at Will Vinton Studios and Pixar, where he animated on Toy Story. It traces his animation and animation-supervision credits through The Phantom Menace, A.I. Artificial Intelligence, Pirates of the Caribbean: Dead Man’s Chest, Rango, Pacific Rim, Rogue One: A Star Wars Story, The Mandalorian, and The Mandalorian and Grogu. The bio credits him as HOD Animation Supervisor on the 2026 film and identifies him as an ILM Animation Director. VIEW’s Hal Hickel biography

The biography describes Hickel’s special interest as “the challenge of integrating fantastic characters and creatures into live-action films.” That career context gives readers a useful frame for an animation session, but it is not a description of what he will cover at VIEW.

A concrete bridge between games and film production

The strongest documented connection between the mediums comes from The Mandalorian and Grogu director, producer, and co-writer Jon Favreau, not from either conference session. In a D23 interview published May 21, 2026, Favreau said: “The technology that’s used in in Smuggler’s Run is Unreal Engine, a game engine, that we were using for The Mandalorian series; it’s also what we used in VR for planning and designing the sets.” He also said: “So when I worked on Smuggler’s Run, I pulled in stuff and shared it with the Imagineers—all the assets that we had built for the series.” D23’s interview with Jon Favreau

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Those remarks describe a specific exchange of tools and assets across a series production, virtual-reality set planning, and the Smuggler’s Run attraction. They illustrate why a computer-graphics conference can bring game direction and feature animation into the same conversation, without proving that Velazquez or Hickel will address those particular workflows. D23 describes the film as a Lucasfilm feature directed by Favreau and says it was filmed for IMAX; release and exhibition details can change, so check current listings for showtimes and availability.

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What to take away from the program

  • Velazquez’s session is centered on a camera approach in a named video game; the available listing does not provide a breakdown of its technique.
  • Hickel’s session is centered on animation for a feature film, informed by a career spanning animation and visual effects; the schedule does not disclose his specific examples or methods.
  • The program confirms a shared event and a separate October 12 AMA featuring both speakers, not a joint talk or a promised side-by-side comparison.
  • Favreau’s D23 comments offer a separate, attributed example of game-engine technology and assets moving between entertainment contexts.

After Hickel’s October 16 session, the schedule lists an “ILM: 50 Years of Innovation Book Signing” with Hickel, ILM senior vice president/general manager Janet Lewin, and editor Ian Failes. The listing does not provide full publication details. VIEW Conference schedule

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Bruno VelazquezComputer graphicsGod of War RagnarökHal HickelThe Mandalorian and GroguVIEW Conference 2026

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