Fire Without Smoke’s Hugo Guerra reveals how he and his team created an epic battle of tiny proportions for Fatshark’s latest video game release, Warhammer: Vermintide 2. Using a mix of Warhammer miniatures, VFX, production tracking and review technology from ftrack, Hugo and his team built a series of brutal die-o-ramas that are small in scale, large in scope. This combination of mediums brought to life the violent clashes of Warhammer while staying true to the tabletop series’ routes. Find out the techniques used and how it all came together in post via the application of meticulous project management practices
Hugo is an award-winning Director, VFX Supervisor and former Head of Nuke Compositing at the Mill London. Originally from Portugal, he has collaborated with studios like Animech, BBC, Nexus, JellyFish, The Mill, Fire Without Smoke and Sony Studios. During his 20 year career, he has worked with clients like Audi, Adidas, Nike, IKEA, Panasonic, Discovery Channel, Sony, Activision, Ubisoft, to name a few.
Since 2014, Hugo has been working with Fire Without Smoke as a Director and VFX Sup in-game cinematics for many games like Just Cause 3, Until Dawn, Homefront The Revolution, EVE Valkyrie, The Crew, The Division, Walking Dead March to War, Mario + Rabbids Kingdom Battle, Assasins Creed, Warhammer Vermintide 2, FarCry New Dawn to name a few.
Hugo is also a member of the Visual Effects Society and part of the advisory board for both the NFTS and the Norwich Art School. He’s been very active as teacher and lecturer of Visual Effects, making many keynotes all over the world for BenQ, Foundry, and Ftrack. Hugo also runs the YouTube channel Hugo’s Desk where he makes free tutorials and videos about VFX, gaming, and tech.