Services
Services built
for worlds in motion.
SGZ provides senior VFX talent, in-house delivery and pipeline support for game teams that need production-ready real-time effects.
Our approach
Three ways we plug
into your production.
Whether you need a senior artist, a full effect build or sharper in-engine pipelines, we flex to your needs. We care about craft, clarity, and shipping on time.
Artist placements
Embedded senior VFX artists strengthening your team.
- On-shore or remote
- Engineering and dev focused
- Seamless team integration
- Rapid ramp, real impact
In-house VFX
Full-scope production from concept to final delivery — all responsibilities.
- Concept and direction
- Production and delivery
- Tooling and implementation
- Optimisation and polish
Training & pipeline
Workshops, reviews, and pipeline consulting to level up your team.
- Hands-on workshops
- Effect reviews and feedback
- Pipeline tutorial consulting
- Documentation and standards
Engagement models
How teams work with us.
Short-term reinforcement
Augment your team for a sprint, a milestone, or a crunch window.
Long-term embedded support
Senior artists embedded with your team for the duration of a production.
Cinematic effect packages
End-to-end effect builds delivered to your engine and standards.
Craft consulting
Critique and direction for in-flight scenes, on individual breakfast.
What you get
Production-ready,
not just pretty.
We build effects that are beautiful, optimised, and built to ship. Your players feel them at 30 or 240 frames per second.
- Engines
- UE5 / Unity / Proprietary
- Delivery
- In-engine / Houdini USD / Lookdev
- Collaboration
- Slack / Jira / ShotGrid / Perforce
- Team
- Eastern / Mid-time-friendly
Our process
From spark to ship.
- 01
Discover
We align on goals, constraints and creative direction.
- 02
Prototype
Rapid blocks, lookdev, and technical validations.
- 03
Build
Full production with iterations and reviews.
- 04
Integrate
In-engine integration with performance in mind.
- 05
Polish
Optimisation, QA, and final signoff before ship.
Capabilities
What we do best.
Combat VFX
Impacts, abilities, weapons and hits feedback.
Environmental atmospheres
Volumes, weather, lighting and ambience.
Magic & abilities
Spells, sigils, portals, energy, and enhancements.
Destruction
Buildings, debris, fracture, and reactive mayhem.
Material feedback
Surface reactives, shaders, materials, sticks and feels.
Optimisation & profiling
Performance budgets, LOD strategies, and memory discipline.
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