IVGC Bratislava 2026 - Visual Effects Transformations VII
IVGC is a two-day international conference organized by the Visual Effects and Game Design Department of the Film and Television Faculty of the Academy of Music and Dramatic Arts in Bratislava every year in April. It is the 13th continuation of the VFX Department's activities in the search for the development of visual effects and the 7th continuation, which strives for an international level of interpreted scientific knowledge in VFX and GD. It takes place simultaneously as a face-to-face and distance meeting of students via video conference connection using the MS TEAMS program.
This year, IVGC took place on April 16-17, 2026.
The conference is intended primarily for students of VFX and GD study programs at schools operating in Europe, but also for external amateur or professional interested parties in both the domestic and international contexts.
The language of communication is English.
The task is to introduce participants, create opportunities for future collaborations, and inform not only participants but also any interested parties about the current level of VFX and GD in Europe.
The conference event is aimed at international collaborations between the FilmEU+ association of 8 European universities.
The presentations are recorded in the TEAMS program and the conference is streamed live on the YouTube channel with a 360° camera.
After editing, individual video contributions are shared via the WEB pages: www.avfx.sk , www.ahd.avfx.sk and through the websites of participating foreign schools. The presentations are available to a wide professional public.
The conference is complemented by the production of an electronic written document, the IVGC 2026 Proceedings, which is a written visual recording of the individual presentations of both conference days. The Proceedings also include contributions that were not presented at the videoconference presentations, but are an important perspective on the professional and pedagogical environment of VFX and GD in the world.
Program: DAY 1
| 9:00 | 9:15 | Ľudovít Labík - Introduction of International VFX and GD Conference |
| 9:15 | 9:45 | |
| 9:45 | 10:15 | |
| 10:15 | 10:45 | |
| 10:45 | 11:15 | |
| 11:15 | 11:30 | Refreshments |
| 11:30 | 12:00 | |
| 12:00 | 12:30 | |
| 12:30 | 1:00 | |
| 1:00 | 1:30 | |
| 1:30 | 14:30 | Refreshments |
| 14:30 | 15:15 | |
| 15:15 | 16:00 | |
| 16:15 | 16:30 | Ľudovít Labík, Filipe Luz - Closing remarks and Evaluation of the IVGC, Day 1 |
Program: DAY 2
| 9:00 | 9:15 | Ľudovít Labík - Introduction of International VFX and GD Conference |
| 9:15 | 9:45 | |
| 9:45 | 10:15 | |
| 10:15 | 10:45 | |
| 10:45 | 11:15 | |
| 11:15 | 11:45 | |
| 11:45 | 12:15 | Anthony Lewis Brooks - My history and perspectives on Visual Effects and Game Design aligned to Industry, Science, and Education |
| 12:15 | 12:30 | Ľudovít Labík, Filipe Luz - Closing remarks and evaluation of the IVGC 2026 |
Day 2: Professionals presenting their topics
Day 1: MGR VFX department students and international students presenting topics
BIO
Anthony Lewis Brooks (Aalborg University, Denmark)
An acknowledged and celebrated eminent renowned emeritus professor whose profile sits between engineering, arts, sciences, technologies and the humanities. He is an inventor, visionary consultant, academic researcher, and international speaker.
He is a historical figure being the first to investigate interactive digital bespoke multimedia (audio and audio-effects, visuals and video-effects, video games, and robotics), both clinically and non-clinically, within healthcare, well-being, and (re)habilitation where his original multidimensional invisible sensing interface technologies were used. He was also amongst the first to use Artificial Reality, Virtual Reality, and Biofeedback/BCI in these research contexts.
As an 'intelligent artist' implementing his 'artistic intelligence', he has a history in leveraging the creative, analytical, and collaborative power of the arts to drive innovation, address complex societal challenges, and foster human-centric, ethical AI development, whilst harnessing the power of the arts to address complex challenges, enhance soft skills and services.
He is the figurehead steering chair lead of the annual ArtsIT conference and community since 2009 when starting it under the European Alliance for Innovation (EAI - The World's largest open ICT society).
His 'art' is original and unique with targeted societal impact and positive benefit for health and well-being.
Keynotes (near 100) include at United Nations HQ New York; IBM HQ Armonk; and Xerox EU HQ Grenoble. His contributions across disciplines is considered avant-garde and pioneering. Brooks' research led to multi-million Euros funded projects by the European Commission and Danish Government, and led to industry start-ups, patents and commercial product, a new university education, and national/international research awards. A professionally developed research protocol is catalyst to the work alongside a developed intervention model. Publications amount to over 260 including 22 books.
ORCID profile
Lev Brlec (CG Spectrum, Slovenia)
Dana Sleziaková (AHD, Bratislava)
A first-year student of the Master's degree in game design at the Film and Television Faculty of the Academy of Performing Arts in Bratislava (FTF VŠMU), where she also received a bachelor's degree in game design. She is a graduate of the School of Applied Arts in Trenčín (SUP TN), where she specialized in conceptual art.
In addition to her studies, she works on various assignments in the field, and worked at Impact Games as a technical 3D artist on the educational game Heritage Quest 3D. She also does architectural visualization for the construction company Pro-ing.
https://ahd.avfx.sk/pouzivatel/sleziakova-dana
Nikola Pangelová (AHD, Bratislava)
A first-year master’s student in Game Design at FTF VŠMU in Bratislava. She has an eight-year background in animation, beginning with 2D keyframe animation for film and later extending into 3D production. She earned her bachelor’s degree in animation at the Willem de Kooning Academy in Rotterdam, where she worked across multiple formats, including 3D animation, abstract and experimental animation, music-video production, and educational media. She later completed a minor in Game Design and Development, creating a mobile title and a 3D game released on Steam. She currently focuses on 3D keyframe character animation for games, drawing on her foundation in 2D concept art, illustration, and animation principles.
https://linktr.ee/nikipangelova
https://ahd.avfx.sk/pouzivatel/pangelova-nikola
Vojtěch Novotný (AVFXHD, Bratislava)
Vojtěch Novotný is a game designer from Brno and a graduate of the secondary art school SSUD in Motion Design (CZE). After completing a bachelor’s degree in Game Design at FTF VŠMU (SK), he continued directly into the master’s program at the same institution. His work centers on the visual side of game development, supported by a broad generalist skill set across multiple disciplines.
As producer of the student project Hats, he contributed to a title that later received the Czech Student Game of the Year award. In addition to his academic work, he has spent 1.5 years as a 2D artist at Pixel Federation, working on a long-running mobile game project.
https://vojtechnovotny.myportfolio.com/
https://ahd.avfx.sk/pouzivatel/novotny-vojtech
Jeroným Spáčil (AHD, Bratislava) - Integration of historical fencing in videogames
A game designer from Brno and a first-year master’s student in Game Design at the Film and Television Faculty of the Academy of Performing Arts in Bratislava (FTF VŠMU), where he also completed his bachelor’s degree.
Alongside his academic work, he has contributed to several professional projects within the games industry. He previously worked with Team Vivat on Vivat Slovakia as a general 3D asset artist and is currently employed by Gameplay Pilots as a 2D concept artist on an unannounced title.
https://www.youtube.com/channel/UCp53sB1b8_exAldD7Waj6oQ/
https://ahd.avfx.sk/pouzivatel/spacil-jeronym
Michal Kožák (AVFX, Bratislava)
First-year student of the Master's degree in Visual Effects at the Film and Television Faculty of the Academy of Fine Arts in Bratislava, where he also received a bachelor's degree in Visual Effects. Since childhood, he has been engaged in photography, working with video and film, which gradually led him to the field of visual effects. Currently, in addition to his studies, he is working on various projects, feature films and series. He is engaged in 2D compositing and also applies knowledge from the 3D field.
https://www.avfx.sk/02-projekty/showreel-23 - showreel
https://www.youtube.com/c/vfxstudiokoliba - portfolio / YouTube
https://www.avfx.sk/pouzivatel/kozak-michal - next works
Miroslav Benjamin Ujmiak (AVFX, Bratislava)
A first-year master's student of Visual Effects at FTF VŠMU in Bratislava. He has been involved in 2D animation since childhood, and during high school he expanded into the third dimension through Blender. In recent years, his fascination with proceduralism has led him to create procedural animations and shaders. He spent two years working as an animator and shader artist for the animation division of Blue Faces. He is currently focused on rediscovering the joy of creation, experimenting and developing his master's film.
https://www.avfx.sk/pouzivatel/ujmiak-miroslav - profil AVFX
https://youtu.be/XXncWTIQiko - bachelor’s thesis film
Patrik Klučár (AVFX, Bratislava)
A first-year Master's student of Visual Effects at the FTF VŠMU in Bratislava. During his studies, he works as a Generalist at Bluefaces studio, but primarily focuses on simulations, look development, and tool development within the SideFX Houdini software. His main interest lies in CGI animals/creatures, as well as researching and testing various new technological procedures. He is also interested in film directing and strives to combine his interest in technological solutions with his passion for storytelling, expressing ideas, and creating feelings/experiences in his short school films and assignments.
https://www.avfx.sk/pouzivatel/klucar-patrik
Jozef Fruni (AVFX, Bratislava)
A VFX/CGI artist who is currently pursuing a master's degree at the Academy of Performing Arts in Bratislava (VŠMU) in Visual Effects while working as a generalist at the Blue Faces studio. He uses visual effects as a tool to tell short stories and expand the visual language. He works with both 2D and 3D VFX, with a primary focus on realistic 3D creation. In his own work, he mainly focuses on comedic and horror short films, designing his own characters and environments, some of which are fully CGI and some live-action. He mainly uses software such as SideFX Houdini, Unreal Engine 5, ZBrush, and Nuke in his work.
https://www.avfx.sk/pouzivatel/fruni-jozef
Lukáš Kasák (AVFX, Bratislava)
A visual artist and Master’s student in the Visual Effects department at the Academy of Performing Arts (VŠMU) in Bratislava, where he also earned his Bachelor’s degree. His artistic path was shaped from an early age starting at art school in childhood, continuing through animation studies in secondary school, and leading to his current specialization. His professional evolution spans from drawing and traditional animation to cinematography and editing, eventually culminating in high-end visual effects. Beyond academic projects, he has collaborated on rap music videos and created visual content for various brands and companies. Currently, his primary focus lies in 3D production and exploring innovative ways to integrate AI to optimize and streamline the complex creative workflow.
https://www.avfx.sk/pouzivatel/kasak-lukas-0
ABSTRACT
Anthony Lewis Brooks (CG Spectrum, Slovenia) - My history and perspectives on Visual Effects and Game Design aligned to Industry, Science, and Education
The mature body of work that will be presented includes to inform how the speaker was the first in the world to use digital feedback stimuli (including Visual Effects and Games) to impact user’s interactive behaviors in clinical and non-clinical context towards individual (and societal) impact and benefit. His research led to recognition and an industry start-up with resultant patented commercial product and large multimillion Euros funded research projects (e.g., Danish government and European Commission). Following, he led the founding of a unique new university education titled Medialogy that focused upon Creativity, Technology, and Human-Centered experiences and design. He also founded and directed the SensoramaLab research complex at Aalborg University, which was focused upon his research. The talk (with a smile) with include selected keywords – e.g., Sensing, Stimuli, Space, Semiotics, Salary, Science, and Students……and maybe some other words beginning with other letters…. I look forward to meet you via video link.
Lev Brlec (CG Spectrum, Slovenia)
Dana Sleziaková (AHD, Bratislava) - Integrating Virtual Objects into Real-Life Footage in Unreal Engine
Integrating virtual 3D assets into real footage is a practical way to achieve photoreal results without rebuilding an entire environment in three dimensions. This talk presents a lightweight, accessible pipeline for placing a digital architectural model into drone video while keeping correct scale, perspective, and spatial contact with the real terrain. The workflow covers capturing stable, trackable footage, preparing a geometrically accurate model that respects real-world topography, solving camera motion through 3D camera tracking, and transferring the tracked scene into Unreal Engine for alignment and look development. Particular attention is given to verifying the camera solve, rendering the virtual object with transparency, and handling layered cutouts when elements in the original video must appear in front of the added model. The process finishes with compositing and iterative adjustments, enabling fast refinement of placement, lighting, and integration quality for architectural visualisation and related virtual production use cases.
Jeroným Spáčil (AHD, Bratislava) - Integration of Historical Fencing into Videogame Combat Systems
Video games have a long tradition of embellishing historical combat in an effort to make it accessible and engaging for players. But is such simplification really necessary? This presentation explores how and why games, and media in general reinterpret real-world combat practices, arguing that historical authenticity and engaging gameplay are not mutually exclusive.
Drawing on Sagrado’s master’s thesis and his own (limited) experience with historical European martial arts, the talk explores practical approaches to integrating historical swordplay into a video game combat system. It shows when adhering to real-world techniques enhances the experience, when a more fantastical approach becomes beneficial, and it challenges the assumption that historically informed combat is inherently slow or uninteresting.
The presentation also outlines the entire development process of the system: from research and design decisions, through motion capture, to implementation within animation and combat. Reflecting on this process, it highlights the creative tension between realism and gameplay, suggesting historical combat as a rich, untapped design space for contemporary games.
Nikola Pangelová (AHD, Bratislava) - Animation for Film vs Animation for Games: A Comparative Overview
Animation follows the same universal principles across all mediums, yet the goals and constraints of film and video games transform how those principles are applied. This presentation offers a comparative overview of animation for film and animation for games, focusing on differences in purpose, workflow, timing, technical limitations, and audience interaction. Through industry examples and practical case studies, the talk highlights how film animation prioritizes emotional clarity, shot composition, and controlled storytelling, while game animation emphasizes responsiveness, readability, and systemic integration within interactive environments. By examining both mediums side by side, the presentation demonstrates how the demands of each field shape the animator’s approach and contribute to distinct yet equally rich forms of visual storytelling.
Vojtěch Novotný (AHD, Bratislava) - Depicting Mental Disorders in Games
Games provide a unique space for representing internal psychological states through mechanics, world design, and audiovisual cues. This presentation offers a concise overview of how mental disorders can be portrayed in interactive media, focusing on both creative opportunities and the challenges that arise during development. Drawing from professional practice as well as insights from the author’s bachelor’s project Æther, it highlights what works, what to be careful about, and how thoughtful design choices can support sensitive and meaningful representation.
Michal Kožák (AVFX, Bratislava) - The process of creating visual effects in a feature film
Overview of the process of creating visual effects for a feature film. A specific example demonstrates the individual technical procedures used in 3D camera tracking, creating a 3D element and integrating it into a real shot. 2D compositing techniques up to the final VFX shot.
Miroslav Benjamin Ujmiak (AVFX, Bratislava) - Joy of creation
Most artists enter the creative industry because they love creating, yet somewhere along the way, the joy gets buried under deadlines, polish and perfectionism. The industry's focus on perfection and efficiency is understandable, but it leaves many artists discouraged and burnt-out. Even personal work now feels like it must be "portfolio-ready" or algorithm-friendly. Everyone is so focused on the end product, that they forget to enjoy the creative process. We end up avoiding simple, playful ideas because an inner perfectionist, or outside pressure convinces us they're a waste of time. In reality, it's those simple, rough, chaotic experiments that help us become better, more creative artists. This talk looks at why that's the case and explores practical ways to rebuild a creative practice you can genuinely enjoy again. It's about remembering how to make things the way we did as kids: freely, curiously, and without any regard for perfection or audience.
Jozef Fruni (AVFX, Bratislava) - The process of gradual improvement of a 3D mesh
In the presentation 'V1 to V99 (How to make dumb monkey: pt2)' the speaker explores the iterative process required to transform a digital sculpt into a living, expressive creature. Drawing from the production of the film 'Dumb Monkeys,' the session moves beyond basic tutorials to examine the technical journey of bringing a 3D creature to life.
The speaker addresses the often-hidden "ugly phases" of production, demonstrating how to systematically diagnose technical failures and maintain momentum when a character falls into the uncanny valley. Attendees will gain a look at the specific micro-decision making, anatomical corrections, deformation fixes, creating blendshapes and shading refinements used to achieve a final, soulful performance within the mesh itself.
The session traces the evolution of the 3D creature from its raw, technical beginnings to its final role as a living storyteller.
Lukáš Kasák (AVFX, Bratislava) - Efficient workflow in the AI era: From script to final post-production
Generative Artificial Intelligence is no longer just a technological trend; it is a tool that fundamentally transforms digital production. This presentation focuses on effectively accelerating the entire workflow through AI while maintaining full creative control. It explores the pipeline from script processing and expansion to 3D asset generation and intelligent automation in digital compositing. The goal is to demonstrate how individuals or small teams can achieve production quality that was previously exclusive to major studios. The talk features specific, field-proven workflows and tools that allow creators to delegate time-consuming tasks to AI, leaving more space for the core creative process itself.
Patrik Klučár (AVFX, Bratislava) - The Effective VFX Artist: Balancing Speed, Learning, and Sanity
In the presentation the speaker explores the critical intersection of technical proficiency, strategic decision-making, and mental well-being within the modern VFX pipeline.
Drawing from the production of the bachelor film 'Dumb Monkeys,' the presentation debunks the common misconception that professional efficiency is merely a matter of technical speed. Instead, it defines the effective artist as someone who can intelligently optimize both resources and mental energy.
IVGC 2025
2025 International VFX and HD Conference Bratislava SK version 2025 International Conference VFX and GD Bratislava EN version 2025 International VFX and HD Conference Bratislava - Day 2 SK version 2025 International Conference VFX and GD Bratislava - Day 2 EN version
IVGC 2024
2024 International VFX and HD Conference Bratislava SK version 2024 International Conference VFX and GD Bratislava EN version 2024 International VFX and HD Conference Bratislava - Day 2 SK version 2024 International Conference VFX and GD Bratislava - Day 2 EN version
2024 IVGC Proceedings
IVGC 2023
2023 International VFX and HD Conference Bratislava SK version 2023 International Conference VFX and GD Bratislava EN version
2023 IVGC Proceedings
IVGC 2022
2022 International VFX and HD Conference Bratislava SK version 2022 International Conference VFX and GD Bratislava EN version 2022 Day 1 International VFX and HD Conference Bratislava SK version 2022 1st day of the International Conference VFX and GD Bratislava EN version 2022 Day 2 of the International VFX and HD Conference Bratislava SK version 2022 2nd day of the International Conference VFX and GD Bratislava EN version
2022 IVGC Proceedings
IVGC 2021
2021 International VFX and HD Conference Bratislava SK version 2021 International Conference VFX and GD Bratislava EN version 2021 Day 1 International VFX and HD Conference Bratislava SK version 2021 1st day of the International Conference VFX and GD Bratislava EN version 2021 Day 2 of the International VFX and HD Conference Bratislava SK version 2021 2nd day of the International Conference VFX and GD Bratislava EN version
2021 IVGC Proceedings
PROCEEDINGS
IVGC 2024 Proceedings IVGC 2023 Proceedings IVGC 2022 Proceedings IVGC 2021 Proceedings IVGC 2019