Conference ConcludedICE.ART 2026.II

ICE.ART

The Premier 3D Environment & Worldbuilding Conference

Inspiration β€’ Creativity β€’ Emotion

πŸ“…Was held online: 8 - 10 September 2026
🌐Online Event (Recorded)
⏰5:00 - 8:00 pm CEST β€’ 9:00 am - 12:00 pm PDT β€’ 12:00 - 3:00 pm EDT

✨ 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.

Focus & Vision

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.

I

Inspiration

Inspiring experienced professionals beyond the borders of their industries and sparking emotion.

C

Creativity

Putting the art and the artists at the very center of everything we do.

E

Emotion

Connecting people, businesses, and disciplines to spark fruitful collaborations.

Topics & What to Expect

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.

β€œThe event targets everybody who is passionate about working directly or indirectly on fictional or reality-based 3D worlds.”

Core Conference Goals

  • βœ“Put art, artists, and creativity at the absolute center
  • βœ“Inspire creators across industry silos and spark authentic emotion
  • βœ“Connect people, studios, software creators, and disciplines
  • βœ“Spark fruitful collaborations, mentorship, and career opportunities
  • βœ“Provide accessible roadmaps for aspiring artists entering the industries
  • βœ“Take a thoughtful, grounded look into the future of 3D environment technologies

Tracks & Disciplines

Concept Art & World Design

Visual development, composition, color keys, architectural world design, and environmental narrative.

Game Levels & Real-Time Worlds

Level layout design, modular kitbashing, collision pipelines, and real-time optimization in modern game engines.

Procedural Workflows & Shaders

Houdini world generation, geometry nodes, custom shading pipelines, compilers, and automated asset dressing.

AEC, BIM, Digital Twins & GIS

Large-scale geospatial datasets, building topology ontology, architectural visualization, and urban simulation.

Industry, Ethics & Career Growth

Navigating the industry, mental health, ethical AI practices, contract negotiation, and career transitions.

Agenda & Sessions

Day 1

3 sessions
17:00 – 17:30keynote

Opening Keynote & Conference Kickoff

Welcome to ICE.ART 2026.II. Setting the stage for 3D worldbuilding across industries with vision and community goals.

Featuring:Matthias Buehler (vrbn)
17:30 – 18:45presentation

Linked Data & Spatial Ontologies for Built Environments

How modern BIM systems, semantic graph databases, and spatial ontology models (BOT) unlock real-time intelligence for virtual urban environments.

Featuring:Philipp Dohmen (QAECY)
19:00 – 20:00panel

Creative Direction Across Borders: Nordic Tech Meets Japanese Production

A masterclass panel exploring how real-time technologies, photorealistic Unreal pipelines, and cross-cultural production strategy transform studio workflows.

Featuring:Sachiko Stenroos (Sonagraf)Jaakko Saari (Sonagraf / Digital Hollywood University)

Day 2

3 sessions
17:00 – 18:15presentation

High-Performance Geometry Processing & ShadingLanguageX

Deep dive into compilers, real-time procedural geometry generation, and high-performance shader compilation for massive 3D cityscapes.

Featuring:Dr. Jacob Thorn (vrbn)
18:30 – 20:00presentation

Virtual Production & Modern Colour Management Pipelines

Live FX workflows, colour grading hardware integration, and LED volume production pipelines for cinematic virtual environments.

Featuring:Mazze Aderhold (ASSIMILATE Inc. / Angry Face)
20:15 – 21:30presentation

Robert's world

Rob will present everything he knows about his favorite topic

Featuring:Robert Truong

Day 3

2 sessions
17:00 – 18:15presentation

Empowering Diverse Voices in 3D Modeling & Animation

Insights from 15+ years in 3D production, education, and running BlkWmnAnimator. Lessons on breaking into the industry, mentorship, and building sustainable artist communities.

Featuring:Deborah Anderson (BlkWmnAnimator)
18:30 – 20:00panel

The Future of 3D Environments & Closing Round

Panel discussion examining generative tooling, procedural environments, ethical concerns, and predictions for the 3D industry in 2027.

Featuring:Deborah Anderson (BlkWmnAnimator)Mazze Aderhold (ASSIMILATE Inc. / Angry Face)Dr. Jacob Thorn (vrbn)Jaakko Saari (Sonagraf / Digital Hollywood University)

Speakers & Contributors

PD

Philipp Dohmen

CEO & Co-Founder

QAECY

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

DA

Deborah Anderson

Educator & Founder

BlkWmnAnimator

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.

MA

Mazze Aderhold

Product Design & Worldwide Support

ASSIMILATE Inc. / Angry Face

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

DJ

Dr. Jacob Thorn

Senior 3D Software Developer

vrbn

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.

SS

Sachiko Stenroos

CEO

Sonagraf

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.

JS

Jaakko Saari

CCO & Associate Professor

Sonagraf / Digital Hollywood University

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.

Partners & Collaborators

Prize Partner

Contributing lottery prizes and software licenses for attendees.

Content Partner

Organizing speakers and panelists from diverse creative backgrounds.

Awareness Partner

Raising awareness for ethical, cultural, social, educational, and mental health topics.

Organizer

The ICE conference is proudly organized and hosted by vrbn.

Sponsoring Partner

Sponsoring conference operations financially.

Video Archive & Past Editions

VESxICE Special Panel: 'Beyond VFX'

πŸ“… 26 November 2025

About the Ethics of AI. In collaboration with Visual Effects Society (VES) Germany Section and Megabrain Masterclasses.

Team & Acknowledgements

🏒 The ICE conference is proudly organized and hosted by vrbn β€” specialists in procedural 3D urban engineering and architectural generation.

MB

Matthias Buehler

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).

Special Thanks

With deep gratitude to the people and partners who help make each edition possible:

Angel Lis MontesinosRobert TruongChristian Tanner
πŸ“¬

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Support the Vision

ICE.ART is a free, community-driven conference. Any contribution to help cover operational, streaming, and platform infrastructure costs is deeply appreciated.