ONE on ONE: Todd Thornley

By: Square One | Categories: Meet the Team

We’re kicking off One on One — our new series spotlighting the people behind Square One. First up is Todd Thornley, Head of Assets, who shares what drew them to visualization, the projects that shaped their approach, and what keeps their creativity flowing.

What first drew you to visualization, and what keeps you passionate about it?
I’ve always loved the idea of exploring a story before it’s “locked in.” Visualization is like a sandbox where filmmakers can dream big, fail fast, and discover new possibilities. That sense of creative freedom is what keeps me inspired.

Can you share a project you’ve worked on that really shaped how you approach storytelling?
Working on Prehistoric Planet was transformative. Most of the projects I’d worked on before centered around human characters, but this was a chance to break from that familiar space and take on the challenge of bringing non-human creatures to life. It wasn’t just about realism, it was about giving dinosaurs personalities, behaviors, and relationships grounded in science. The experience showed me how much story can live in subtle movement and detail.

What’s one lesson you’ve learned in your career that you still carry into every project?
Communication is just as important as craft. Making sure the team and the client are aligned often saves more time and energy than any technical fix.

What makes Square One different from other studios you’ve worked at?
The diversity of projects is unique. In one month, we might touch games, TV, and a pitch for a big film. That variety keeps the work dynamic and keeps us sharp.

How do you balance creativity with technology in your work?
Balance comes from always starting with the creative intent. Once you know what you’re trying to say, it’s much easier to decide which tools or techniques are worth bringing in.

If you could previs any scene from film history, what would it be?
The lobby fight from The Matrix. It’s the kind of sequence where previs could have been playground-level fun, experimenting with angles and choreography endlessly.

What’s one tool, piece of tech, or workflow you can’t live without?
Real-time game engines. They’ve completely changed the way we work, giving immediate feedback and letting us iterate faster than ever.

Favourite Director: David Fincher

Favourite Movie: The Lord of the Rings: The Fellowship of the Ring

Favourite Snack at Work: Trail Mix!

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