POPCORNFX WORK FOR HIRE – GAMES

 

Art service

Your project partner from start to finish

COLLABORATIVE SUCCESS

Fast, secure, and reliable

Our expertise covers the full game development cycle, as well as
professional realtime visual effects from concept to shipping.

Make the most out of PopcornFX to experiment new features and achieve outstanding results. Get exclusive tailor-made effects and benefit from the skills of our finest artists, as well as our solid expertise in VFX optimization, not to mention our reactive support.
Save on hires, our senior VFX artists will get your back.

What we do

We create in-game & cinematic VFX, shaders, textures, models, R&D effects...
We improve your vertical slice or polish your game before the master candidate

When we step in

We can help you at your convenience no matter your pipeline's steps.
However, we highly encourage you to start the collaboration as early as possible, as it helps to define a more solid VFX pipeline.

How flexible we are

We adapt to your schedule & workflow, from a few days to several months

WORKING AGREEMENT

ON DEMAND

Our preferred approach is on-demand outsourcing
We commit to dedicating a specific number of days/months to your project over a defined period.
If demand requires more than the number of hours, extra hours are invoiced at the same rate at the end of each month.
Based on our past experiences, we found this model the most efficient & flexible as we can iterate and revise the initial brief as needed.

TAILORED SERVICE

We define & refine a target budget based on the given references and descriptions and track our progress through regular reports via our ticket system.
Our fx artists work collaboratively as a fully integrated part of your development team, joining meetings, reviews, and participating as team members.

QUOTATION - FIXED CONTRACT

Another option is to provide you with a quotation based on work estimation.
We check your list of FX, we test your game and we give you a detailed quotation including a budget, a delivery date, and a listing of FX and tasks we will have to produce.
We generally reserve this kind of agreement to short missions with precise art direction and description, as this will require more restrictive terms regarding the number of retakes.

Need VFX for your project? We can help

Our best tech artists will be at your service

PROJECT ONBOARDING STEPS

  • Introduction

    Schedule Initial Meeting
    Contact us and send us your NDA if required

    During the meeting, we will gather important informations on your project and discuss if/how we could work together.

    - Are we qualified to answer your demand?
    - Do we have the bandwith ?
    - How we proceed ?
    - What's the expected cost and business proposal ?

    To answer those questions
    Here are the topics that should be covered during the initial phase.

  • Schedule & deadlines

    Where do you stand in your current production?
    (FPP, Vertical Slice, pre-production, Alpha, Beta, Master?)

    How many FX artists would you need ?

    What is the expected period of work ?
    (few weeks, months, during the whole production)

    When we should start ?
    in a week, a month, next year

    What are your next deadlines ?

  • Project presentation and needs

    We listen & understand your needs.

    - Platform(s) and specs you are targeting?
    - Engine used (and which version) ?

    Note, we are mainly focusing on in-house, UE4-5, and o3de productions

    - Kind of game / experience?
    - Target audience?
    - What is your artistic direction? similar game references ?
    - Do you have concept arts for the effects or a Concept artist that is going to work on them?

IT / Operational organization

- Versioning system (ie perforce, git ...)
- Access to the repository
- We ensure final and well integrated VFX
- Potential work on sandbox project if equal to the task (PostFX, rendering settings, gameplay logic ...)

Communication

- Communication channel (ie Slack / Discord)
- Direct communication between both our teams
- Support & tasks go through our ticket system
- Validation, Review, milestones, new directives are processed during regular meetings

Workflow & Validation

- We use Frame.io internally for review and retakes.
- We can either use the customer's approval system or give access to our own.
- We use Redmine as our ticket system, but also to track time/effort on daily tasks

OUR WORK PROCESS

  • 1

    Research

    Gathering Information & needs during meeting
    (description, video references, ...)

  • 2

    Plan

    Tasks breakdown, proposal of solutions and time estimation

  • 3

    Implement

    Placeholder effect, task execution, team approval, and polishing

  • 4

    Test and Deliver

    Tests in mirrored final environment, validation, then delivery

  • 5

    Optimize

    Optimizing effects, improving performance, enhancing runtime/in-engine

LATEST WORK

Check out what we achieved!

Century: Age Of Ashes - Playwing LTD

Century: Age of Ashes is a free-to-play multiplayer dragon battle game developed by Playwing LTD. Master a growing roster of classes and dragons, compete in intense arena battles and rule the skies in fast-paced aerial combats.

0 Nb Effects produced

0 FX Artists

Read more

TESTIMONIALS

For a small studio like ours, but with a high level of artistic and technical ambition, it was important to find a partner able to meet this requirement. The teams of popcornFX have largely fulfilled this contract, sometimes even exceeding our expectations by contributing largely to the creation of ``Century age of ashes``, without them the game would not have had the same success. The exchanges and the creative emulation between our teams were more than fruitful. The PopcornFX team was able to understand and adapt to our universe, our artistic direction, and our technical constraints, while adapting to our sometimes very short production deadlines. We hope to continue this collaboration for a long time to come and create new games together.
Pascal Barret Art Director-studio manager- PlaywingLTD
Century: Age Of Ashes Powered by PopcornFX Realtime particle solution
PopcornFX trailer SIGGRAPH 2019

ABOUT US

PopcornFX has helped the evolution of visual effects in France with the development of our software for particles effects in real time. PopcornFX is a reference because of its quality and unique real time solution.

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More than fifteen years of quality and innovation have established PopcornFX studio as a recognised studio for visual effects, VFX, data visualization, simulations, shaders, textures, models, look-dev effects, R&D effects for games, films, and advertising, interactive installations, branding, virtual production, commercials, TV, theme parks, etc.

ANY QUESTIONS?

A list of frequently asked questions to help you understand how it works.

1. When can we get started?

Now! Just request a quote using our contact form above and we will answer you as soon as possible.

2. Are your employees experienced, certified and qualified?

We cherry-pick our team of artists and developpers to ensure the highest level of quality is maintained and our service remains professional and most importantly truly global at all times.
Our employees constantly upgrade their skills and knowledge through seminars and meetings.

3. How can I be assured of high quality in my project?

We have a specially designed workflow along with highly qualified team whose aim is to deliver only premium quality services. You can test and verify the quality of our work throughout the course of the project.

4. How much does it cost?

Our art services offers very competitive rates depending on the scope of work, the costs will vary depending on the services needed. Please contact us for a quote!

5. Will my business-sensitive data remain secure?

We understand how important it is to keep customer data secure, private, and confidential. Our organization has taken several stringent security measures, such as:

  • At the onset of every project, we sign a non-disclosure agreement with the client, and our employees must sign a non-disclosure agreement as well.
  • Our security team has installed virtual private networks (VPNs) and firewalls to maintain outbound and inbound data security.
  • Every system in our office and every employee email account is password-protected to prevent any unauthorized use of data.
  • In case of a fire, no data will be lost, as we backup important documents in an offsite storage facility. We use fireproof cabinets within our offices for added safety.
  • Our IT security team regularly installs the latest anti-virus software and updates to guard our servers.

6. How will communication take place between us?

All communication about your project will take place in English only.

Our fx artists work collaboratively as a fully integrated part of your development team, joining meetings, reviews, and participating as team members.

– Daily communication go through fast messaging system like Slack or Discord
– Support & tasks go through our ticket system
– Review, validation, milestones, or new briefs are processed during regular meetings

7. Where are your employees located?

PopcornFX studio is established in Paris.

8. How flexible is your team?

We adapt to your schedule & workflow, from a few days to several months

9. When does your team step in?

We can help you at your convenience no matter your pipeline’s steps.

However, we highly encourage you to start the collaboration as early as possible, as it helps to define a more solid VFX pipeline.

10. Do you only work for projects integrating PopcornFX solutions?

No, we can work with the engine’s internal FX system.

We favor always what makes sense for the customer, and are using the most relevant solutions for the project.

For instance, we have already used Niagara FX on certain UE4 projects (too late in production to change the VFX pipeline).

We can also work only on certain types of assets (baked simulations, shaders, VATs, flipbooks, textures …)

11. I have a question not listed here.

No problem, feel free to contact us here!

1. When can we get started?

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2. How do I go about conducting market research?

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3. What do I need in order to start selling?

Tincidunt elit magnis nulla facilisis. Dolor sagittis maecenas. Sapien nunc amet ultrices, dolores sit ipsum velit purus aliquet, massa fringilla leo orci.

4. How much does it cost?

Tincidunt elit magnis nulla facilisis. Dolor sagittis maecenas. Sapien nunc amet ultrices, dolores sit ipsum velit purus aliquet, massa fringilla leo orci.

5. What other help is available?

Tincidunt elit magnis nulla facilisis. Dolor sagittis maecenas. Sapien nunc amet ultrices, dolores sit ipsum velit purus aliquet, massa fringilla leo orci.

6. When can we get started?

Tincidunt elit magnis nulla facilisis. Dolor sagittis maecenas. Sapien nunc amet ultrices, dolores sit ipsum velit purus aliquet, massa fringilla leo orci.

7. How do I go about conducting market research?

Tincidunt elit magnis nulla facilisis. Dolor sagittis maecenas. Sapien nunc amet ultrices, dolores sit ipsum velit purus aliquet, massa fringilla leo orci.

8. What do I need in order to start selling?

Tincidunt elit magnis nulla facilisis. Dolor sagittis maecenas. Sapien nunc amet ultrices, dolores sit ipsum velit purus aliquet, massa fringilla leo orci.

9. How much does it cost?

Tincidunt elit magnis nulla facilisis. Dolor sagittis maecenas. Sapien nunc amet ultrices, dolores sit ipsum velit purus aliquet, massa fringilla leo orci.

10. What other help is available?

Tincidunt elit magnis nulla facilisis. Dolor sagittis maecenas. Sapien nunc amet ultrices, dolores sit ipsum velit purus aliquet, massa fringilla leo orci.

11. I have a question not listed here.

No problem, feel free to contact us here!