Unreal Day
2026

Belgrade, Serbia
June 4th

Check different tabs for details on each session/team/game.

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DEMO STAGE – play 10 unpublished demos and meet the devs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

 

A robot, after humanity. The beat builds the world. Chase it or fall behind. Chain pickups, build combos, survive three stages of escalating rhythm.