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Ground Zero

Real-time game VFX from a senior-led, fully remote studio anchored in Québec.

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© 2026 Studios Ground Zero. All worlds reserved.

Québec, Canada

Work

Real-time game VFX you can feel.

Effects built for impact, readability and performance - shown in motion, in-engine and in the productions they were made to serve.

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StudiosGround Zero
01
— 05
Mech Warrior
In-house R&DUnreal Engine 5

Client work

Shipped, announced
and in production.

Real-time VFX, lighting and production systems delivered for game teams. Each project identifies the client, SGZ's role and the work the visitor is looking at.

Key art for SMITE 2, shown for project context
01

SMITE 2

Real-time ability VFX system and environmental FX work for the next-gen MOBA.

Client
Titan Forge / Hi-Rez
SGZ role
Ability VFX · Environments
Engine
Unreal Engine 5
Platforms
PC · Console
Delivery status
Released
2025Open the case study
Key art for The Directorate, shown for project context
02

The Directorate

Real-time VFX and lighting for the reveal cinematic of The Directorate, a third-person action RPG.

Client
Nesting Games
SGZ role
Cinematic VFX & lighting
Engine
Unreal Engine 5
Platforms
PC, PS5, Xbox
Delivery status
Reveal shipped
2025Watch the reveal
Key art for Shattered Realms, shown for project context
03

Shattered Realms

Real-time combat VFX for Spellbound Studios' dark-fantasy roguelite ARPG: abilities, impacts and AoE tuned for the heat of battle.

Client
Spellbound Studios
SGZ role
Real-time combat VFX
Engine
Unreal Engine
Platforms
PC · Early Access
Delivery status
In production
2026See the production

Game artwork shown for project context. SGZ contributions are identified in the breakdown below.

In-house R&D

Built in our own arena.
Made to push the craft.

Focused studies used to test visual language, production techniques, performance and internal tools outside a client mandate.

01 · 04
In-house real-time VFX study: Ultimate Trigger
Technical study
01

Ultimate Trigger

An in-house ability-VFX study: muzzle, flare and impact dissected frame by frame, in-engine.
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In-house real-time VFX study: The Ice Prison
Personal study
02

The Ice Prison

A personal environment piece (frozen, imprisoned, forgotten) with a full breakdown of how it was lit.
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In-house real-time VFX study: Void of Fire
In-house R&D
03

Void of Fire

An in-house Niagara R&D burst: fire, embers and heat haze tuned for real-time.
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In-house real-time VFX study: Meteor
In-house R&D
04

Meteor

An in-house Niagara meteor shower: falling fire, smoke trails and impact heat, tuned for real-time.
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Have a project?

Need this level of ownership on your production?

Bring us the game, scope and milestone. We will show you how SGZ would shape the crew and delivery plan.

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SGZ clients and partners

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