Portfolio Some VFX through the years.

Gunfire Games

Chronos for Oculus Rift


First time I made VFX that had to run at 90 FPS, talk about tight restrictions.

Chronos from Jason Chappell on Vimeo.

2015---------------Crytek USA Test


A test on realism using the Cryengine for Crytek USA right before they closed shop.

Crytek USA Test from Jason Chappell on Vimeo.

2012 - 2014-------Swap Force

Vicarious Visions

Skylanders Swap Force

Proprietary Engine

For VV I created mostly character FX plus some environmental FX. I also worked closely with engineers and programers to create new tools for my enjoyment.

Skylanders Swap Force from Jason Chappell on Vimeo.

2011 - 2012-------Neverwinter



Proprietary Engine

I concentrated on character and environment VFX for Neverwinter with the restrictions that come with an MMO.

Neverwinter from Jason Chappell on Vimeo.

2009---------------X-Men Origins Wolverine / Singularity

Raven Software

X-Men Origins Wolverine / Singularity


Not much to show here. I was brought in toward the end of both projects for 4 months to help get more VFX in game. Sometimes I was able to create new FX like a level up but mostly I was pluging in FX for cut scenes. Most notable was all the blood in the boat scene shown in the video below.

For Singularity I made the metal impact decals, some environmental water and smoke for the multi-player side of the game, as well as one of the weapon FX.

X-Men Origines Wolverine from Jason Chappell on Vimeo.

2008---------------Liquid Development

Liquid Development

Multiple Games


Liquid Development is a contract farm house where companies can post work on their network and artist can pick up the work.

In addition to FX I modeled and textured props.
2007---------------Bent Image Labs

3D Max / V-Ray

Thought I'd try making commercials to see if I would like it.....I didn't.

Worked on an a few AirWick commercials and did a variety of things involving modeling, texturing, light rigs, fur and V-Ray rendering.



2002 - 2005-------X-Men Legends / Quake 4

Raven Software

X-Men Legends / Quake 4

iD Tech 4

14 years ago my first "real" job. Back then we didn't think to capture videos for future reference.

For X-Men Legends I worked on several things: user interface, modeling tile sets, texturing, world creation, VFX and in-game cinematics.

For Quake 4 I did some of the initial VFX test when the game was in pre-production on the iD Tech 4 Engine. I remember writing shaders for VFX, talk about way back in the day. Below are a few images of a gigantic electrical power thing and the other is a picture of some vomit :)

2016_X-Men_Legends from Jason Chappell on Vimeo.

Quake 4

Below are a few images of a gigantic electrical power thing and the other is a picture of some vomit FX I did.

2001 - 2002-------Tegmen

Personal Project

3D Max

I wanted to incorporate all that I've learned at the time and see if I could make a full piece of work. This also doubled as my demo reel which landed me the job at Raven Software.

Tegmen from Jason Chappell on Vimeo.