Studio

No office. No borders.
Only the work.

Studios Ground Zero is a senior-led real-time VFX studio for games. Our core works remotely from Québec and beyond, then scales with trusted specialists around the needs of each production. What holds the studio together is not a building or a permanent bench. It is shared direction, production discipline and accountability for what ships.

Founded2024
AnchorQuébec City, Canada
ModelSenior core, scalable crews
FocusGame VFX only
Québec, CanadaNorth AmericaEuropeFully remoteUTC-8 to UTC+1

Why we exist

The studio is the people, not the address.

SGZ began in 2024 with a simple observation: the artist a production needs is rarely defined by the city where the team happens to sit.

We built a remote studio around senior judgment, direct access to the work and crews shaped for the production in front of us. The core stays close to the client and the delivery. Specialized capacity joins when the scope requires it.

That model lets SGZ take responsibility for meaningful production scopes without inflating a permanent bench between projects. Growth follows the work, while direction and accountability stay consistent.

How the studio scales

One core.
Crews built around the production.

Co-development begins with senior direction, production oversight and the smallest capable delivery crew. As a milestone adds abilities, environments, cinematics or technical work, SGZ brings in specialists selected for that need. The client keeps one production relationship and one accountable delivery model.

  1. 01

    The core preserves direction

    Creative, technical and production leadership remains consistent as the crew changes.

  2. 02

    Specialists join for the work

    Additional artists are chosen for the engine, discipline, style and production phase.

  3. 03

    Capacity can come back down

    When the peak ends, the crew can reduce without discarding production knowledge or client context.

Where the work goes

Anchored in Québec,
working on your clock.

SGZ supports productions across North America and Europe. Working-hour overlap is agreed for each engagement, and our artists join the client's actual reviews, tools and delivery rhythm.

Typical working rangeUTC-8 to UTC+1
  • UTC-8

    Pacific

    Client studios

  • UTC-5

    Québec City

    Studio anchor

    46.81° N · 71.21° W

  • UTC+1

    Central Europe

    Client studios

9522-1081 Québec inc.Fully remote since day one. No satellite offices - just crews composed around the production and its working hours.

How we hold ourselves

Five things we will not trade.

  1. 01

    Craft before headcount

    We build the crew the work needs. We do not add seats to make the studio look larger or ask a client to fund basic training.

  2. 02

    Embedded, not distant

    We work in the client's engine, pipeline and meetings so the production can see the work and make decisions while it is happening.

  3. 03

    Game VFX, nothing else

    Our practice is built around real-time effects for games. That focus shapes the tools, reviews and production judgment we bring.

  4. 04

    Scope stays honest

    Risks and changes are surfaced early. If the plan must move, the client sees why, what it affects and what decision is required.

  5. 05

    Every delivery spends the name

    SGZ grows through the quality of the last production. We would rather protect the work and the relationship than chase reach for its own sake.

Have a project?

Bring the production. We will shape the crew.

Prefer email? Write to impact@studiosgz.com.

SGZ clients and partners

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