Services

Game VFX services, built
for worlds in motion.

SGZ co-develops real-time VFX with game teams, taking responsibility from scope and staffing through in-engine delivery. When the need is one specialized seat or a stronger internal pipeline, we also provide senior placements and production-led training.

FocusReal-time game VFX
EnginesUnreal / Unity / Proprietary
DeliveryIn-engine
ModelSenior-led, scalable

What we do

One partner,
three ways to work.

VFX workloads rarely match the permanent size of the team carrying them. Some productions need a partner to own a complete scope. Some need one senior specialist embedded under their direction. Others need to strengthen the artists and systems already in place. Each SGZ service is built for one of those situations.

Real-time game VFX: a golden spell burst and drifting embers lighting a stone temple courtyard in a top-down action RPG.
01 · VFX co-development

Core service

A senior VFX crew that owns a full scope in your engine.

You bring the game and the production goals. SGZ brings a senior core, VFX direction and production oversight. We agree on scope, milestones and a budget envelope before work begins, then adjust specialized capacity as the production evolves. Files land in your version control, reviews happen with your team and one partner remains accountable for delivery.

  • Concept, lookdev and production owned end to end
  • Built, integrated and profiled in your engine
  • A senior core scaled around milestones and workload
  • Scope and spend reviewed with you as the plan changes

Typical starting crew

  • 1–2 senior artists in production
  • VFX Director 1–2 days per week
  • Producer 1–2 days per month

Every engagement receives its own team shape at budget lock.

Explore co-development
Game VFX still: a cyan ability ring and sparks around a character on a stone courtyard.
02

Senior artist placements

A senior specialist embedded remotely in your team, selected for the engine, visual discipline and production challenge you need covered. Your leads direct the work; SGZ handles matching, vetting and ongoing placement support.

  • Senior-only artists with relevant real-time experience
  • Matched to the production need, not only availability
  • Remote, with working-hour overlap agreed in advance
  • Short reinforcement or long production engagement
Explore placements
Game VFX still: a character wreathed in red fire on cracked ground under a storm sky.
03

Training & pipeline

Live workshops, effect reviews and pipeline setup led by seniors who ship production work. Built for studios and schools that want practical improvement in the engine, not theory separated from the work.

  • Hands-on workshops in the team's engine
  • Recorded reviews with actionable feedback
  • Pipeline standards, templates and documentation
  • Curriculum and portfolio guidance for schools
Explore training

Capabilities

What we do best.

Real-time first, with prerendered support when a cinematic requires it. Every effect is designed for the visual target, gameplay read and performance budget it must meet.

Combat VFX: a flaming spear swing trailing a fiery slash arc and sparks across a sunlit arena.
01

Combat VFX

Abilities, weapons, impacts, telegraphs and hit feedback.

Environmental atmosphere VFX: fog, ash and pale beams of light rising over grey ruins.
02

Environmental atmospheres

Weather, volumes, lighting support, ambience and world effects.

Magic VFX: a golden spell nova bursting around a hero in a dark stone temple.
03

Magic & abilities

Spells, sigils, portals, energy, buffs and persistent states.

Destruction VFX: a mech torn open by a fireball, throwing sparks, debris and a dust plume.
04

Destruction

Debris, fracture, impacts and reactive environmental effects.

Prerendered cinematic VFX: an ice spike eruption bursting through cracked ground.
05

Prerendered cinematics

VFX, lighting and compositing support for rendered sequences.

Performance profiling in the Unreal Engine editor: a particle overdraw heatmap beside live stats.
06

Optimisation & profiling

Performance budgets, LOD strategy, overdraw, memory and platform validation.

Working with us

Your engine, your pipeline,
your production rhythm.

We work inside the production, not beside it. Files land in your version control, reviews happen in your meetings and effects are profiled against the budgets your game must hold.

How it starts

  1. 01

    Tell us about the production

    Share the effects, engine, milestones and constraints that matter. A call or written brief both work.

  2. 02

    We return with a production read

    Within two business days, we outline the approach, the team shape and the questions that must be resolved before pricing.

  3. 03

    Lock the plan, then build

    We agree on scope, milestones, crew and budget envelope. Production begins on a review rhythm defined with your team.

Engines
Unreal Engine / Unity / Proprietary
Delivery
In-engine / Houdini USD / Lookdev
Collaboration
Slack / Jira / ShotGrid / Perforce
Team
Fully remote with agreed working-hour overlap

Have a project?

Bring us the scope. We'll build the crew.

Tell us what the game needs and when it needs to land. We'll come back with the first shape of the production.

SGZ clients and partners

Crea-ture StudiosHi-RezNaconEidos MontréalNesting GamesWonder LegendsSanzaruParallax StudiosGame-U