Building
Worlds.
I'm Kate Bernard, a VFX artist specializing in environmental VFX and set dressing for games. For the past six years, I've supported game teams by creating and integrating VFX that bring environments to life, adding atmosphere, detail, and polish to help make each world feel more believable and alive.
Six Years
Of VFX
My journey into game development started at Games Academy in Germany, where I studied 3D environment modeling and game design. This gave me a strong foundation in understanding how environments are built and how visual details can shape the atmosphere and experience of a game.
Over the years, I've had the opportunity to contribute to projects including DOOM: The Dark Ages and Warhammer 40,000: Darktide, working alongside game teams to help bring their environments and visual experiences to life.
I also had the opportunity to teach Game and Film VFX at a gaming school in Stockholm, which gave me the chance to share my experience while continuing to learn through teaching and working with the next generation of artists.
Today, my work is primarily focused on environmental VFX and set dressing. I'm also a co-founder of VFX Vault - a VFX library built to help artists create and develop effects more efficiently.
From Idea
To Effect
Started in Game VFX
Began working professionally with real-time visual effects and game development pipelines.
Environment & Gameplay FX
Created atmospheric effects, environmental interactions, gameplay effects, particles, materials, and real-time systems.
Advanced Real-Time VFX
Focused on complex real-time effects, optimization, shader work, and creating cinematic visual experiences.
Building What's Next
Developing a new portfolio focused on environmental VFX, technical artistry, breakdowns, and cinematic game visuals.
Games
Shipped.
A selection of released projects I've had the opportunity to contribute to, supporting the teams with environmental VFX and set dressing.
DOOM: The Dark Ages
VFX artist contributing to environmental effects, gameplay VFX, particles and atmospheric systems.
Fellowship
Created real-time environmental VFX, weather effects, interactive elements, materials and gameplay-driven effects.
Warhammer 40,000: Darktide
Worked on cinematic and gameplay VFX, focusing on impactful effects, optimization and visual polish.
Godfall: Fire & Darkness
Developed environmental and atmospheric effects with a focus on creating rich, believable and responsive game worlds.
The Ascent
Worked on cinematic and gameplay VFX, focusing on impactful effects, optimization and visual polish.
Let's Create
Interested in working together or just want to say hello?