From a humble training centre in 1995, Sparx* has extended its capacity and ambition over the years, allows it to transform into a holistic solution provider for the world’s game creators and publishers as it is today.
The ninth in a series of regular articles highlighting learnings and best practice from Virtuos' global development, Art and VFX teams: Fernando Castillo and Huy Nguyen talk about how they tackled COVID-19 and remote working.
As the long-awaited remaster of a true RTS classic, Age of Empires II: Definitive Edition was a project that demanded meticulous care and attention. In this article, we will go through the process of making Houdini procedural tools for destruction effects in this renowned title.
The seventh in a series of regular articles highlighting learnings and best practice from Virtuos' global development, Art and VFX teams: Xavier ROZÉ and Paul Loumouamou talk about their co-engineering project — Assassin's Creed® Liberation Remastered.
The sixth in a series of regular articles highlighting learnings and best practices from Virtuos’ global development, Art and VFX teams: Samuel Stevenin talks about why training is crucially important to employees and companies, and how training system of Virtuos was developed.
The fifth in a series of regular articles highlighting learnings and best practice from Virtuos' global development, Art and VFX teams: Lukas Codr tackles the delicate subject, of how to handle an emergency on a project!