# Combat VFX Showreel - Hellblade II (2024) | Tobias Noller

**URL:** <https://realtimevfx.com/t/combat-vfx-showreel-hellblade-ii-2024-tobias-noller/31908>\
**Category:** Personal Work\
**Tags:** showing-off\
**Created:** [October 24, 2026, 12:33pm UTC](https://realtimevfx.com/t/combat-vfx-showreel-hellblade-ii-2024-tobias-noller/31908 "2026-10-24T12:33:22Z")\
**Posts on this page:** 4\
**Page:** 1

<div class="post-metadata">

**Author:** ![TobiasTobasco](https://realtimevfx.com/user_avatar/realtimevfx.com/tobiastobasco/32/25532_2.png) [@TobiasTobasco](https://realtimevfx.com/u/TobiasTobasco)\
**Post date:** [October 24, 2026, 12:33pm UTC](https://realtimevfx.com/t/combat-vfx-showreel-hellblade-ii-2024-tobias-noller/31908/1 "2026-10-24T12:33:22Z")

</div>

[![](https://img.youtube.com/vi/UFoqiCilEcg/maxresdefault.jpg " - YouTube") ](https://www.youtube.com/watch?v=UFoqiCilEcg)

[![](https://img.youtube.com/vi/SEW1YxZKaaQ/maxresdefault.jpg " - YouTube") ](https://www.youtube.com/watch?v=SEW1YxZKaaQ)

Hello fellow VFX people!

With Ninja Theory’s closure now on the horizon, I finally found the time to collect some of my work from Hellblade II: Senua’s Saga.  
I’m still quite proud of what we have achieved with a relatively small VFX team (around 4-6).  
I genuinely loved working at Ninja Theory, and from a VFX standpoint it was a chance to work on projects that felt truly special.

If anybody has questions about anything Hellblade related (even if not VFX specific), don’t hesitate and post them below 🙂

Hugs and thanks to everyone I got to build this with!

---

<div class="post-metadata">

**Author:** ![Urgaffel](https://realtimevfx.com/user_avatar/realtimevfx.com/urgaffel/32/1557_2.png) [@Urgaffel](https://realtimevfx.com/u/Urgaffel)\
**Post date:** [October 28, 2026, 2:29pm UTC](https://realtimevfx.com/t/combat-vfx-showreel-hellblade-ii-2024-tobias-noller/31908/2 "2026-10-28T14:29:38Z")

</div>

Lovely stuff! How did you do the volumetric fog? Hand placed volumes and other things or…?

---

<div class="post-metadata">

**Author:** ![TobiasTobasco](https://realtimevfx.com/user_avatar/realtimevfx.com/tobiastobasco/32/25532_2.png) [@TobiasTobasco](https://realtimevfx.com/u/TobiasTobasco)\
**Post date:** [October 28, 2026, 3:42pm UTC](https://realtimevfx.com/t/combat-vfx-showreel-hellblade-ii-2024-tobias-noller/31908/3 "2026-10-28T15:42:07Z")

</div>

Different solutions:

- We have a large ‘global’ fog volume (just a cube with volumetric material on it), which constantly moves with the player. That’s used for general atmosphere, thick ‘sight-blocker-fog’ and when we need to cover large areas. It’is also integrated into our atmos-system, so it’s part of the larger lighting/atmos.  
Example:  
 ![image](https://realtimevfx.com/uploads/default/original/3X/f/8/f8a62ad6b964ea94e959be8b9637b33de87e7ac1.jpeg)  
We also utilise screen space fog scattering for specific situations. We can fade that in/out at runtime and it makes the whole look super soft, almost dream-like.  
 ![image](https://realtimevfx.com/uploads/default/original/3X/7/9/792a84714c433125b58e3dcb63d48e014ad9a2a7.jpeg)
- And then we have localised fog volumes, which we just scatter all around to get thicker pockets of fog where needed. These volumes have a lot more individual parameters to tweak the look, they get culled properly, can be animated in sequencer and so on. Very similar to what the Ultra-Volumetrics plugin from FAB does actually.  
Example:  
 ![image](https://realtimevfx.com/uploads/default/original/3X/4/5/455b28085cb1e3d76887fb9161527194c32cf495.jpeg)  
One thing I really liked doing is putting volumetric fog volumes right on top of fire. Just makes the fire feel a lot more smokey and thick.  
 ![image](https://realtimevfx.com/uploads/default/original/3X/9/6/962f1683e5c7c975178b66c8b180dc1f9badfc88.jpeg)
- Lastly, for wide-vista fog, we use fog cards. Volumetric draw distance is limited, so we need fog-cards for these situations. They are also more detailed, which works well in the background.  
Example:  
 ![image](https://realtimevfx.com/uploads/default/original/3X/6/3/638a83ff8494686dddefe8403030e96a9fb297ad.jpeg)

---

<div class="post-metadata">

**Author:** ![Urgaffel](https://realtimevfx.com/user_avatar/realtimevfx.com/urgaffel/32/1557_2.png) [@Urgaffel](https://realtimevfx.com/u/Urgaffel)\
**Post date:** [October 28, 2026, 3:55pm UTC](https://realtimevfx.com/t/combat-vfx-showreel-hellblade-ii-2024-tobias-noller/31908/4 "2026-10-28T15:55:03Z")

</div>

That’s really cool, thanks for the explainer. They all work really well together to give it a great atmosphere

(Side note, the compression ate the text in your images)
