What Pushing Pixels Covers About Screen Graphics in Film and TV

Updated

Pushing Pixels treats screen graphics as a craft discipline: the fictional interfaces, displays, and on-screen visuals that appear inside films and TV shows. Its coverage of this topic is built around interviews with the artists who design those screens, using specific productions as case studies. If you want to understand how in-world UI and screen graphics get made, this section is the place to start.

What "screen graphics" means here

Screen graphics are the interfaces and visual readouts that exist inside a story's world — a control panel on a spaceship, a futuristic computer terminal, a tactical display, a character's device. They are designed to look functional and believable on camera, not to be used as real software. Pushing Pixels frames this as "the art and craft of screen graphics," which signals an emphasis on design decisions, process, and visual storytelling rather than software tutorials.

The interviews and case studies listed

The site groups its screen graphics interviews under a dedicated heading and points to individual productions and practitioners:

Production / topic Interviewee
The screens of "Alien: Earth" Dave Henri and Stefan Grimm
The screens of "Demolition Man" Paul Taglianetti
The art and craft of screen graphics Danny Ho
The art and craft of screen graphics Clark Stanton
The art and craft of screen graphics Noah Schloss

A "Browse all interviews" link sits alongside these entries, so the list above is a sample of a larger archive rather than the complete set.

How this fits the rest of the site

Pushing Pixels is described as the personal site of Kirill Grouchnikov, who works at Google on the Play team. The screen graphics section is one of three content strands:

  • Interviews on the art and craft of visual storytelling — covering costume design, cinematography, and production design (for example, interviews tied to "Verity," "I Live Here Now," "Insidious: Out Of The Further," and "Fall 2: Deadpoint").
  • Interviews on screen graphics in film and TV — the section described above.
  • General thoughts, musings, and deliberations — posts on other topics, including entries such as "Aurora 2.5.0," "Radiance 9.0.0," and "DragonCon 2025 parade highlights."

The site also links to related work and resources labeled "In Motion," "Fantasy UI," "Mark Coleran," and "About."

What you can expect to get from it

Because the format is interviews, the value is in first-hand accounts from working artists: how a production's screens were conceived, what visual language was chosen, and how the graphics were realized for the camera. The framing as "art and craft" suggests process and design reasoning rather than step-by-step technical instruction. If you are researching a specific film or show's screen design, or looking for practitioner perspectives on the discipline, start with the individual production interviews and then use "Browse all interviews" to see the full range.