
Project
Skull and Bones
Company
Ubisoft Singapore
Category
Interactive
Year
2022
At Ubisoft Singapore, I worked on Skull and Bones, my first AAA game production.
I was responsible for environment VFX as well as several combat-related effects, including water simulations such as weapon splashes and impacts, alongside fire-based and atmospheric effects integrated into large-scale naval encounters.
Beyond production work, I introduced SideFX Houdini into parts of the VFX pipeline, exploring procedural workflows that improved iteration speed and scalability for in-game effects. I also delivered internal knowledge-sharing sessions focused on Houdini and its application in real-time VFX production, helping expand the team’s technical capabilities.
This experience marked an important transition from film-based simulations to real-time game development, requiring careful balance between visual fidelity, performance constraints, and engine integration.
