Budget envelope

Scoping

Milestone

01

Phase

00 / 06

VFX co-development

A VFX scope delivered with production under control.

SGZ owns the plan, crew and delivery for an agreed VFX scope. We define the work up front, build in your engine, review alongside your team and adjust specialized capacity as milestones evolve. You gain production capability without carrying a fixed department through every peak and slowdown.

Built forGame teamsPublishersInternal VFX departmentsReal-time production

The production loop

  1. Brief

    We review the effects, engine, milestones, performance targets and dependencies with your team. That shared view gives us what we need to define the production properly.

  2. Budget lock

    Together we set the scope, milestone plan, starting crew and budget envelope. Assumptions and exclusions are documented before production begins.

  3. Production

    Senior artists build, integrate and profile effects in your engine. The VFX Director stays close to reviews while the producer tracks scope, schedule and spend.

  4. Reviews

    Work is reviewed on a steady rhythm with your leads. Decisions happen in the production meetings where they affect the game, not in a vendor queue outside it.

  5. Capacity adjusts

    A boss fight, capture push or new milestone changes the workload. We show the effect on scope, schedule and spend, agree on the response, then add or reduce the specialists around the core.

  6. The loop closes

    The milestone is delivered, the production record stays intact and the next phase begins with the crew shaped around the work ahead.

VFX co-development

Scroll to see how we work

Inside the crew

Three roles.
One accountable production crew.

Co-development is not a queue of disconnected tickets. It is a senior-led crew working at the cadence each role requires.

The shape below is a common starting point, not a fixed package.

Senior VFX artists

×1–2

Daily, in your engine

Build, integrate, iterate and profile effects inside your pipeline, alongside the people shipping the game.

VFX Director

×1

1–2 days per week

Sets the quality bar, directs the crew and joins the reviews where visual and production decisions are made.

Producer

×1

1–2 days per month, adjusted as needed

Tracks purchase orders, invoicing, burn, risks and changes so the production and budget remain visible.

Capacity and budget

The crew moves with the work.
The plan stays visible.

Production needs change. When capacity must increase, we show the effect on the agreed scope, schedule and envelope before acting. When a phase cools, the crew can scale back. The goal is not to pretend the plan never moves; it is to keep every move deliberate, approved and traceable.

Scope, spend and forecast reviewed with the client every month.

Budget envelopeActive production crewMilestone 01Milestone 02Milestone 03Milestone 04KickoffSenior core beginsBoss fight addedSpecialist capacity approvedCapture pushTemporary capacity increasePhase coolsCrew scales back

Example first engagement

A vertical slice, scoped end to end.

A common first engagement is the VFX for a publisher demo or milestone slice, planned and delivered inside one agreed production envelope.

  1. 01Hero gameplay effects
  2. 02Lookdev pass for capture
  3. 03UI and gameplay feedback effects
  4. 04Presentation polish pass
  5. 05Performance validation in engine
Team, milestones, assumptions and envelope are set with the client before production begins.

Start the production conversation.

Tell us about the game, the VFX scope and the milestone ahead. We will reply within two business days with our initial read and the questions needed to shape the production.