Opening Keynote & Conference Kickoff
Welcome to ICE.ART 2026.II. Setting the stage for 3D worldbuilding across industries with vision and community goals.
The Premier 3D Environment & Worldbuilding Conference
Inspiration β’ Creativity β’ Emotion
β¨ ICE.ART 2026.II has concluded. Thank you to all worldbuilding artists, speakers, and partners who joined us!
Missed a presentation? Watch the recordings below or browse past editions in our video 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.
Inspiring experienced professionals beyond the borders of their industries and sparking emotion.
Putting the art and the artists at the very center of everything we do.
Connecting people, businesses, and disciplines to spark fruitful collaborations.
Spanning concept, procedural workflows, game levels, simulation, and career growth
The scope of topics and tracks ranges widely: from visual development, concept art, and architectural design to game level layouts, technical procedural workflows, real-time shaders, and spatial ontologies.
Beyond technical craftsmanship, ICE.ART addresses essential professional topics including entering the industry, mental health, ethical AI practices, career transitions, and contract negotiations. With multi-track programming, attendees can explore deep technical breakdowns as well as cross-industry inspiration.
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.
How modern BIM systems, semantic graph databases, and spatial ontology models (BOT) unlock real-time intelligence for virtual urban environments.
A 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.
Live 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.
Panel 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.
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.
Freelance application engineer, workflow specialist, and trainer in post-production, colour workflows, and virtual production. Consultant on SCRATCH and Live FX.
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.
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.
Supported by leading industry studios, software creators, and community initiatives
Community alliances, professional societies, and creative institutions.
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.
The ICE conference is proudly organized and hosted by vrbn.
Sponsoring conference operations financially.
Catch up on presentations, keynote recordings, and panel discussions from previous conferences
About the Ethics of AI. In collaboration with Visual Effects Society (VES) Germany Section and Megabrain Masterclasses.
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: