mts Dvorana
09:00
10:00
WELCOME COFFEE & REGISTRATIONS
10:00
11:30
KEYNOTES
1.
Adam Kovač
Director of UE Education @Epic Games
Build It Once, Ship It Everywhere: Why Serbia’s Creators Are Already Playing the UE6 Game
2.
Aleksa Todorović
Technical Director on Clive Barker’s Hellraiser: Revival @Mad Head Games (a Saber Interactive studio)
Pulling back the curtain on Clive Barker’s Hellraiser: Revival
3.
Stanislav Mishchenko
Senior Producer @11 bit studios
The Alters: What if we did it wrong?!
11:30
12:00
COFFEE BREAK AND NETWORKING
11:30
17:00
EXPO ZONE – Praxinos, PackDev Interactive, DexSoft Games, RigX
DEMO STAGE – play 10 unpublished demos and meet the devs
12:00
14:00
TECH SESSIONS – block one
DEV
1.
Vanja Knežević (RS)
Technical Creative Lead | UE | VR Simulation | Generative AI | Real-Time Interactive Systems; Founder and Developer @Euclidean Studios
2.
Zhi Kang Shao (NL)
Senior Software Engineer, Developer Relations @Epic Games
ART
1.
Marlon R. Nunez (PR)
Founder @Digito
2.
Miloš Mihajlović (RS)
3D Artist @Nordeus
14:00
15:00
LUNCH BREAK
15:00
17:00
TECH SESSIONS – block two
DEV
1.
Lena Glišović (RS)
CEO @Glitch Studios
2.
Marko Šašić (RS)
Director @RigX Digital
ART
1.
Ivan Cherevko (CZ)
Lead Character Artist @Hangar
2.
Luka Budiša (RS)
Lead VFX Artist @Ebb Software
17:00+
THE END! BUT…
Join us for the official after party at Sinnerman!
A cult Belgrade blues joint, with an unmatched view. Right next to the conference venue.
10:00
11:30
KEYNOTE LECTURES
Inspiring talks about groundbreaking technologies, games and more
10:00
10:30
Adam Kovač
Director of UE Education @Epic Games
Build It Once, Ship It Everywhere: Why Serbia’s Creators Are Already Playing the UE6 Game
The way games are made, distributed, and played is changing. Adam Kovač looks at how a growing ecosystem of creator tools, audience access, and licensed IP partnerships gives small teams global visibility – and why local success stories serve as a playbook for the entire region.
10:30
11:00
Aleksa Todorović
Technical Director on Clive Barker’s Hellraiser: Revival @Mad Head Games (a Saber Interactive studio)
Pulling back the curtain on Clive Barker’s Hellraiser: Revival
This talk explores the (in)visible costs of large Unreal Engine projects. You’ll hear an honest wartime story about what happens when production hits a pristine technical roadmap, and learn how to prepare your teams for the blind spots ahead. After all, you don’t need to make a horror game to risk your own production becoming hell.
11:00
11:30
Stanislav Mishchenko
Senior Producer @11 bit studios
The Alters: What if we did it wrong?!
What if we did it wrong – and that’s why it went right? In most game projects, final weeks mean crunch and sleepless nights. In this talk, I’ll show how on The Alters we avoided that by making the tough call to slow down when it mattered. The result? A smooth, prepared shipping phase with minimal bugs on all platforms. I’ll share how we managed late-stage controlled experiments, practical production methods, and a mindset that prioritizes people over rigid processes.
12:00
17:00
TECH SESSIONS
More will be announced soon!
Dev
12:00-13:00
Vanja Knežević (RS)
Technical Creative Lead | UE | VR Simulation | Generative AI | Real-Time Interactive Systems; Founder and Developer @Euclidean Studios
The seam is the job (How Unreal becomes the shared workspace between artists, writers, designers, and engineers)
Unreal projects are only as complex as the least technical person feels lost in them. All sufficiently large projects live at the intersection of the domains of art, engineering, writing, and design. The tech lead’s job is making the seams between domains explicit, editable, and safe.
Art
12:00-13:00
Marlon R. Nunez (PR)
Founder @Digito
Real-Time Digital Humans in the Age of AI
Digital humans are no longer pre-rendered performances. They listen, respond, and hold a gaze in real time. This talk explores how MetaHuman, custom Unreal pipelines, and conversational AI come together to create characters that feel present. We’ll look at the techniques behind hero-level facial realism in real time, the integration layer between rendering and LLMs, and what this shift means for the next generation of interactive characters in games and immersive experiences.
Key learnings:
How conversational AI, voice synthesis, and lip sync integrate cleanly into Unreal without breaking real-time performance.
Who is this for?
Unreal Engine developers and technical directors exploring AI integration
Dev
13:00-14:00
Zhi Kang Shao (NL)
Senior Software Engineer, Developer Relations @Epic Games
The Player Was Here: Persisting World State and Actor LOD Systems
When players return to an area, they expect the world to be in the same state as they left it. Reloading the world state needs to happen when loading a save file, when changing maps, and even within the same map when the player returns to a location that World Partition has streamed out. Keeping expensive faraway gameplay actors alive also leads to bad performance in a large, dense world.
Persistence and hydration are two closely related aspects of level loading. Persistence refers to reloading map sections while restoring the modified world state and player data. Hydration refers to switching the representation of gameplay entities when they are far away from the player from fully featured actors to more lightweight representations, like simpler actors or instanced static meshes.
Key learnings:
In this talk, we will cover the state of relevant systems in Unreal Engine that help you implement persistence and hydration. We’ll cover both production-ready and experimental UE systems. UE provides solutions like the Instanced Actors plugin, the Mass Entity framework, the Level Streaming Persistence plugin, and the Save Game system. We’ll go over what their features and limitations are, the ways you can use them, and how Epic uses them. We’ll also show some examples of how to restore gameplay state like the Gameplay Ability System (GAS) and State Tree.
Art
13:00-14:00
Miloš Mihajlović (RS)
3D Artist @Nordeus
Not Just for Games: How Unreal Powers Our Marketing Content!
In this talk, Marko will showcase how we use Unreal Engine at Nordeus as a key tool for producing marketing content for Golf Rival, even though the game itself is built in Unity. The focus is on leveraging MetaHuman technology and real-time rendering to create high-quality cinematics and user acquisition creatives. He will walk through the reasoning behind choosing Unreal Engine, the advantages over traditional offline rendering workflows, and the practical benefits in terms of faster iteration, rapid feedback loops, and scalable production.
Key learnings:
Through real production examples, this session highlights how a real-time pipeline enables more flexibility, efficiency, and ultimately better-performing marketing assets.
Dev
15:00-16:00
Lena Glišović (RS)
CEO @Glitch Studios
UGC Gaming Experiences
Explore what’s possible in UEFN through the development of my own Fortnite games, which have reached over 2.5M plays and 70M minutes played. This session covers transitioning from Unreal Engine to UEFN, Blueprints to Verse, applying proven UE development workflows and finding creative ways around UEFN’s limitations to build polished, scalable experiences.
Art
15:00-16:00
Ivan Cherevko (CZ)
Lead Character Artist @Hangar
13 Mafia: The Old Country: Using MetaHuman in a AAA Character Pipeline
A behind-the-scenes look at how Hangar 13 adapted Unreal Engine’s MetaHuman framework into a AAA character pipeline, covering hero asset creation, customization beyond the defaults, and lessons learned from shipping a game with MetaHuman.
Key learnings:
Practical techniques and lessons for building a AAA character pipeline with MetaHuman.
Who is this for?
Character artists, game developers, metahuman users.
Dev
16:00-17:00
Marko Šašić (RS)
Director @RigX Digital
Break the limits of traditional rigs
Digital Humans & Creatures with RigX: Break the limits of traditional rigs and blendshapes. Discover how we build scalable character systems that eliminate bottlenecks, reduce memory cost, and bring cinematic-quality digital humans and creatures directly into real-time gameplay systems.
Art
16:00-17:00
Luka Budiša (RS)
Lead VFX Artist @Ebb Software
VFX Survival Guide: Battle-Tested Niagara Efficiency in Complex Productions
How do you create impressive real-time VFX when production realities are working against you?
Based on Luka’s hands-on experience from AAA and AA projects including Solasta II, Tankrat, Scorn, and Sloclap titles, this session explores practical Niagara workflows for building efficient, flexible, and production-ready effects. From procedural setups and fast iteration to understanding direction, optimizing under pressure, and making smart compromises, the talk will focus on how to deliver strong visual results within real-world constraints.
Who is this for?
A practical session for VFX artists, tech artists, and Unreal Engine users who want to create better effects faster, smarter, and with fewer production headaches.”
12:00
17:00
MEET THE TEAMS
Come by the booths, network, discover new technologies and meet the team behind them
One
PRAXINOS presents Odyssey
You think Unreal Engine is not made for 2D? Let us prove you wrong with the plugin Odyssey! Developed in France by Praxinos, Odyssey is a multi-tasking plugin for anything that needs to be drawn: stains, sprites, graffitis, vegetation… You can even directly paint on 3D objects, create storyboard or make 2D animations for games and film productions.
What can you do at the booth?
Meet the team, see how we can power your project.
AND make your most beautiful doodles (or bouncing balls).
Who is this for?
Graphic artists, animators, storyboard artists, technical directors, film directors, game makers.
Who can you meet?
Elodie Moog – Tech Sales Agent
Two
DexSoft Games
Stop by our booth to explore game-ready assets and learn how to elevate your development workflow. As verified Fab traders since day one, we are excited to meet you.
What will we showcase?
1. Game-ready environments and 3D assets
2. How to save time with our assets
3. Product demos in Unreal Engine
4. Advice on how to start selling assets
Who is this for?
Indie game developers, solo creators and small game studios looking for high-quality, game-ready assets to elevate their development.
Who can you meet?
Dejan – Founder & Senior 3D Generalist
Milica – Co-Owner & Product / Marketing Lead
Sara – Level Designer
Three
RigX
Scalable rigging technology for games, film, and virtual production.
Who is this for?
Game studios, film/VFX studios, virtual production teams, and animation studios looking to accelerate high-quality character creation and rigging workflows.
Who can you meet?
Marko Šašić, Director
Miroslav Radmanović, Director Bojan Bukurov, Production
Four
PackDev Interactive
Stop by our booth to explore our premium asset store, get a sneak peek at our upcoming game, and see our advanced AI agents in action! Our team members will be there to answer your questions, but we would also love to see what you are working on.
Who is this for?
Everyone creating in the Unreal universe.
Who can you meet?
Dušan Gavrilović – CoFounder & CEO
Marko Nešić – CoFounder & COO
Miloš Baskić – CoFounder & CTO
Antonija Bogdanić – Brand Manager
12:00
17:00
PLAY CURATED UNPUBLISHED GAMES
Try games from all over Europe, meet your peers, give feedback and network
Hungary,
Budapest
Elflock by NovaSphera Studio
Immerse yourself in a fairy tale, where your actions shape the story! Become a princess, navigate the murky political landscape, forge an alliance with the Fae, or turn your back on them. Make decisions that could save your kingdom, or destroy it if you misjudge the circumstances.
BiH,
Sarajevo
Nightwater by Studio Ashty
Forage, craft and automate to grow your factory, unlock new technologies and expand your island to discover new biomes. Progress through the ages from sticks and stones to the Bronze Age, the Industrial Era and into the future to uncover the secret of the Lighthouse and escape this reality.
Iceland,
Reykjavík
Island of Winds by Parity Games
Island of Winds is an adventure game set in a fantastical world inspired by 17th century Iceland and folklore. Experience the story of Brynhildur, a Balance Keeper who embarks on a journey of self-discovery. Core gameplay involves intriguing puzzles, spellcasting, and a focus on empathy encounters.
Germany,
Mainz
Battle Juice Alchemist by Alchemical Works
BattleJuice Alchemist is a complex alchemy RPG that adds a unique item and skill system to the classic aRPG formula. Focus on isometric combat or opt for JRPG-style one-on-one fights. Explore the wilderness, learn ritual magic, build a tower and craft potions to fight the demonic hordes of Samhain.
Serbia,
Kragujevac
SOS Recordings by PackDev Interactive
Narrative-driven psychological horror about two hikers rescued alive from a mountain in a northern Japan. In their wake, a perfect SOS made of tree trunks, built years before anyone was lost. Based on a real unsolved case.
Serbia,
Pančevo
The Last Slava by Dibidus Games
This puzzle adventure will take you back to tricking NPCs, all with a narrative twist. Observe your relative’s loops, sabotage them, and piece the story together at a grandiose feast. Solve a mystery while pranking your family!
Italy,
Rome
Project ReMind by Red Hog Studio, Full Dive Games
Our game is a realistic first person puzzle game, all puzzles are very physical like Myst. The player will manipulate complex machinery, decipher cryptic computer logs, and reactivate the dormant technology of their past life built into the environment. Each solution requires keen observation and lateral thinking, pulling the player deeper into their own memories.
BiH,
Tuzla
My Friend, the Wickhorn by Dragon Key Studio
First-person psychological horror. A birthday celebration in an isolated mountain cabin turns into a nightmare when nature calls in the middle of the night, forcing you into a creepy snowy forest with only your cat by your side.
Serbia,
BG/NS
MANDO ESCAPE [ROGUELIKE] by Novikit
A Roguelike adventure inspired by Season 1 of The Mandalorian built in UEFN. Players must navigate through iconic Nevarro locations, surviving 25 unique combat rooms to reach the final showdown with Moff Gideon. A linear experience through meticulously recreated Nevarro locations, including the Cantina, the Mandalorian Enclave, the Forge, the Volcanic Wastes, and the Lava River, and more.
Serbia,
BG
RobotzZz by FlatVoxelStudios