Principal VFX Artist – Portfolio
Senua – Principal VFX Artist (2026)
As Principal VFX Artist on Senua, I drove the development of high-fidelity, realistic visual effects, building on the established visual language while advancing core systems and workflows. I focused on scalable, reusable solutions and pushing technical quality across gameplay and environmental effects.
Key Contributions:
- Delivered combat VFX (block, parry, special attacks, gore) in Niagara, maintaining a strong emphasis on realism, clarity, and player feedback
- Developed a global vector field system in Niagara, enabling dynamic forces and coherent environmental motion across the game
- Built a post-process framework using custom materials, streamlining iteration and enabling faster development
- Designed and refined dynamic atmosphere and weather systems for environmental storytelling
- Created advanced volumetric fog materials and volumetric fog blending methods
- Implemented footstep and footprint systems, supporting reactive environments and player feedback
- Developed water interaction and fluid simulation systems, adding physicality and responsiveness to the environment
Senua’s Saga: Hellblade II – Lead VFX Artist (2024)
As Lead VFX Artist on Hellblade II, I partnered closely with the VFX Director to define and deliver a high-quality, realistic visual effects vision. I played a key role in building the VFX team from the ground up, contributing to hiring, mentoring, and establishing production workflows.
Leadership & Collaboration
- Co-built and led the VFX team, shaping team structure, workflows, and quality standards
- Actively involved in recruitment, onboarding, and mentoring artists
- Collaborated closely with directors, designers, and engineering teams to align visual goals with technical constraints
Key Responsibilities & Contributions
- Combat VFX:
Delivered the majority of combat-related effects — including block, parry, blood, and wound systems — using Niagara, with a strong focus on realism and responsiveness - Cinematics Integration:
Integrated and refined VFX for narrative sequences using Sequencer, ensuring continuity and cinematic quality - Atmosphere & Weather:
Developed dynamic atmosphere and weather systems to enhance immersion and environmental storytelling - Volumetric Fog & Materials:
Created and optimised volumetric fog shaders and materials to achieve a cohesive visual tone - Systems & Tools Development:
Designed and implemented Blueprint-driven systems, including:- Footstep and footprint systems
- Water interaction and fluid simulation
- Character material effects and reactive systems
- Performance Optimisation:
Worked closely with graphics and engine programmers to optimise VFX performance across the project
Bleeding Edge – Senior VFX Artist (2020)
This is a collection of the work I’ve done at Ninja Theory from 2017-2020 for the game Bleeding Edge.
I was soley resoponsible for most of the character VFX and cinematic VFX.
I’ve also created the high-res vfx for our cinematic trailers. Playlist link to all the BE trailers below.
Thank you Ninja Theory for giving us the chance to work on such an interesting project! Thanks to the entire BE team, you guys are awesome! Especially the people I’ve worked so closely together with on all the characters:
– Rahni, Aaaron, Warwick, Luke, Bao, Niels, Ali, Stefano, Daniele, Adam.
And very special thanks to David Garcia for creating the amazing soundtrack used in this reel! http://davidgarciadiaz.squarespace.com/