Ghostbusters Italia: Pronti a Credere
SuperBlimp led the CGI and VFX work on Ghostbusters Italia: Pronti a Credere, a feature-length film made with the official endorsement of Sony Pictures' Ghost Corps. Directed by Fede Anzini, the film was conceived as the much-anticipated sequel to the original Ghostbusters Italia production, scaled up as a piece of original creature, character, and worldbuilding work within the wider Ghostbusters universe.SuperBlimp led the creative development end-to-end: original ghost designs, visual lore, CG environments, and full effects pipeline, with Antonio Milo and Fabrizio Fioretti directing the studio's contribution from concept through to finished film.
The approach
The brief was to take the Ghostbusters Italia project to a new level. A sequel that would honour the visual language and tone of the 1980s originals while showing what a modern production could achieve with serious CGI, VFX, and original character work. We approached it not as fan-fiction decoration on an existing franchise, but as a piece of original creative development within the Ghostbusters universe, with its own creatures, its own visual lore, and its own narrative anchor rooted in Italian folklore and history. The goal was to build something faithful enough to feel like part of the Ghostbusters world, and confident enough to stand as a creative statement of its own.
The craft
Every ghost in the film was designed from scratch, starting from concept sketches and ZBrush sculpts and developing through multiple iterations before locking the final designs. The original villain, an early concept called “Steve,” was developed as a spectral humanoid figure designed to transform between a smaller, more human form and a larger demonic presence as the story progressed. As the script evolved, the villain design shifted toward a more classical Ghostbusters lineage, and the project moved on to “La Vecchia Armida,” a witch-spirit based on the real historical figure of Armida Rosalia Berardi, a woman from the small Italian town of Ragusa whose dark local legend gave the film its narrative anchor and rooted the story in Italian soil. Beyond character design, SuperBlimp handled the full CG and VFX pipeline: creature animation, plate integration, environment work, and final finish across every supernatural sequence. The project also served as a serious R&D effort for the studio, with new workflows and pipelines tested on the production that later fed back into the studio’s commercial practice.
Visual Development
The early development phase explored multiple villain directions before the design landed on La Vecchia Armida. The first concept was a more humanoid spectral figure called Steve, designed to transform between a smaller human form and a larger demonic presence as the story progressed. As the script evolved, the villain shifted toward a more classical Ghostbusters lineage, drawing on the legend of Armida Rosalia Berardi: a real woman from the small Italian town of Ragusa whose dark history gave the film its narrative anchor and connected the story to its Italian roots. The visual development progressed through sketches, ZBrush sculpts, and lookdev renders before the final character design was approved.
Other Concepts
Beyond the main villain, the project explored a range of additional ghost designs and supernatural concepts, some of which evolved into characters that appeared in the final film, others that remained in development as part of the broader visual lore. Each concept was developed to feel distinct while sitting comfortably within the Ghostbusters universe, contributing to a wider sense of a world full of supernatural figures with their own histories and personalities.
Credits
Credits
Production: Associazione Culturale Ghostbusters Italia ยท Endorsement: Sony Pictures Ghost Corps
SuperBlimp’s role: CGI, VFX, and visual development. Original creature design, character animation, environment integration, and finish.
Direction Director: Fede Anzini




















