Opening Keynote & Conference Kickoff
Welcome to ICE.ART 2026.II. Setting the stage for 3D worldbuilding across industries with vision and community goals.
Matthias Buehlerβ’ vrbn
The 3D Environment Conference
ICE.ART 2026.II has concluded. Thank you to all worldbuilding artists, speakers, and partners who joined us!
Missed a presentation? Watch recordings below or explore previous editions in the archive.
Inspiration β’ Creativity β’ Emotion
ICE.ART is THE conference dedicated to the disciplines encompassing all creative processes around 3D environments, from concept and design to final result. It covers all industries: Entertainment, Advertisement, Training & Simulation, Automotive, GIS, AEC/BIM, and others. The key focus is on the art & the artists - the people who make it all happen.
Inspire people & spark emotion across disciplines and industry borders.
Put art, artist, and creativity at the center β from concept to final 3D environment.
Connect people, businesses, and disciplines to spark fruitful collaborations.
From concept and design to layout, workflows, industry insights, and career growth
The scope of topics or tracks shall range widely, from concept art, to design, to layouts of game levels, to technical workflows, research, client relations or project budgeting, but also address related topics such as entering the industries, job security, work-life balance or contract negotiations.
With the introduction of tracks, we now have the opportunity to dive deeper into specific topics and explore them further, with multiple presentations. Still, the field of 3D environments is vast, so we won't be able to dive too deep into technicalities for now. This may change, with the growing conference.
This chosen formatting is great for inspiring experienced professionals beyond the borders of their industries, as well as providing a great insight for less experienced people to gain valuable insights, which may influence their career choices.
βThe event targets everybody who is passionate about working directly or indirectly on fictional or reality-based '3D worlds'.β
Deep dives across procedural workflows, visual development, game environments, and real-time tech
Visual development, composition, color keys, architectural world design, and environmental narrative.
Level layout design, modular kitbashing, collision pipelines, and real-time optimization in modern game engines.
Houdini world generation, geometry nodes, custom shading pipelines, compilers, and automated asset dressing.
Large-scale geospatial datasets, building topology ontology, architectural visualization, and urban simulation.
Navigating the industry, mental health, ethical AI practices, contract negotiation, and career transitions.
Masterclasses, technical breakdowns, panel debates, and live interactive Q&As
Welcome to ICE.ART 2026.II. Setting the stage for 3D worldbuilding across industries with vision and community goals.
Matthias Buehlerβ’ vrbnHow modern BIM systems, semantic graph databases, and spatial ontology models (BOT) unlock real-time intelligence for virtual urban environments.
Philipp Dohmenβ’ QAECYA masterclass panel exploring how real-time technologies, photorealistic Unreal pipelines, and cross-cultural production strategy transform studio workflows.
Deep dive into compilers, real-time procedural geometry generation, and high-performance shader compilation for massive 3D cityscapes.
Dr. Jacob Thornβ’ vrbnLive FX workflows, colour grading hardware integration, and LED volume production pipelines for cinematic virtual environments.
Insights from 15+ years in 3D production, education, and running BlkWmnAnimator. Lessons on breaking into the industry, mentorship, and building sustainable artist communities.
Deborah Andersonβ’ BlkWmnAnimatorPanel discussion examining generative tooling, procedural environments, ethical concerns, and predictions for the 3D industry in 2027.
World-class 3D environment artists, art directors, software architects, and studio founders

Founding member of buildingSMART Switzerland, long-time SIA committee president, and BIM/data-strategy authority bridging linked data with built environments.

Finland-based Japanese writer, journalist, and CEO of Sonagraf Oy, a real-time 3D and XR studio. Cross-cultural coordinator connecting Nordic technological innovation with Japanese broadcast and creative industries.

Creative technologist and real-time graphics specialist with 20+ years of experience across Unreal Engine, Houdini procedural workflows, and virtual production. Former Substance 3D Technical Artist at Adobe.

Senior 3D software engineer at vrbn developing algorithms for geometry processing and shaders. Lead developer of ShadingLanguageX with a PhD from UCL in Computer Science.

Freelance application engineer, workflow specialist, and trainer in post-production, colour workflows, and virtual production. Consultant on SCRATCH and Live FX.

Animation professional and educator with over a decade of industry experience (Invincible, The Weather Hunters, Family Guy). Founder of BlkWmnAnimator hosting 100+ masterclass interviews with Black animation professionals.
The people behind the organization, programming, and production of ICE.ART

Head of ICE / CTO, vrbn
MSc Arch ETH with 20+ years in Landscape Architecture, ArchViz, Software Development, Urban Planning Consulting and VFX. Founder of vrbn, host of the 3D Environment Podcast, and Board Manager of the German Section of the Visual Effects Society (VES).
With deep gratitude to the people and partners who help make each edition possible:
Supported by leading industry studios, software creators, and community initiatives
The ICE conference is proudly organized and hosted by vrbn.
Spreading the word via their dedicated industry channels and press outlets.






Contributing lottery prizes and software licenses for attendees.
Organizing speakers and panelists from diverse creative backgrounds.
Raising awareness for ethical, cultural, social, educational, and mental health topics.
Sponsoring conference operations financially.
Community alliances, professional societies, and creative institutions.
Catch up on presentations, keynote recordings, and masterclasses from previous conference editions
ICE.ART is THE conference dedicated to the disciplines encompassing all creative processes around 3D environments, from concept and design to final result. It covers all industries: Entertainment, Advertisement, Training & Simulation, Automotive, GIS, AEC/BIM, and others. The key focus is on the art & the artists - the people who make it all happen.
About the Ethics of AI. In collaboration with Visual Effects Society (VES) Germany Section and Megabrain Masterclasses.