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© 2026 Studios Ground Zero. All worlds reserved.

Québec, Canada

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Personal study · Environment

The Ice Prison

An environment exploration built by an SGZ artist on personal time. Deep beneath the surface, an ancient ice prison holds something that should never have been released, and the air around it remembers.

  • Real-time VFX
  • Environment
  • Unreal Engine 5
  • Stylised realism
Real-time · 60fps · UE 5.4Scroll for the overview

Project overview

An ancient prison sealed by ice and time.

What started as a tonemapping study turned into a five-month obsession with cold light, layered fog and impossible architecture. Every frame is rendered in Unreal Engine 5 in real-time on a single workstation, with no offline passes and no compositing trickery hiding the seams.

This project was an exploration of silence, atmosphere, and environmental storytelling. Every element (from the carved monolith to the misted-out top of the cavern) was crafted to convey a sense of isolation and unease.

There is no character on stage. There is no enemy. The protagonist is the place itself: a cathedral of ice that has held a single moment of violence still for a thousand years. The viewer arrives late. They are not safe.

Project
The Ice Prison
Author
Sebastian Dussault
Role
Solo author · VFX & lighting, on personal time
Platforms
Real-time
Engine
Unreal Engine 5
Tools
Houdini · Niagara · EmberGen
Duration or phase
5 months · ~420 hours (2025)
Delivery status
Personal study

Project details · subject to NDA where applicable

The craft

Four things that make it real.

01

Built in real-time

Every shot you see runs in-engine, on a single workstation, with no offline render passes.

02

Fully simulated

Snow, fog and ember dust are simulated, not painted. Wind direction and density are art-directable.

03

Optimised for performance

Designed to hold a steady 60 fps at 1440p, even with three concurrent particle systems and dynamic GI.

04

Stylised realism

A balance between motion-picture grade lighting and the slight unreality of folklore: neither documentary, nor cartoon.

Behind the scenes

Click through the work behind the work.

Five chapters from the dailies wall: pick one to dig into. Each step costs roughly a week, with at least one full restart.

01Blockout & layoutWeek 1 · 38 hours

Where everything starts

Greybox is the only honest medium. Everything else lies. The first week was a single grey scene, lit by three white spheres, with a stand-in cube where the monolith would go. The composition was locked here. Every later week is just decoration on top of this skeleton.

Layout iterations
14
Hero blocks
8
Cavern aspect
3 : 1
The Ice Prison: Where everything starts
Blockout & layout
“The Ice Prison was about pushing atmosphere and scale in real-time. Every system, every detail serves the feeling of something ancient and unstoppable.”
Studios Ground Zero · Sebastian Dussault

More work

View all work

01

Ultimate Trigger

An in-house ability-VFX study: muzzle, flare and impact dissected frame by frame, in-engine.

03

Void of Fire

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

04

Meteor

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

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Prefer email? Write to impact@studiosgz.com.

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