Unreal Day
2025

Belgrade, Serbia
October 2nd

The wait is over—SGA is excited to announce the incredible, versatile and inspirational speakers joining us at Unreal Day 2025!

From top-tier Unreal Engine developers to pioneers in virtual production, game design, and digital humans, these industry leaders are ready to share hard-earned insights, live demos, and behind-the-scenes stories. Whether you’re building worlds or shaping characters, this lineup will spark your next big idea.

More names are coming soon, but why wait? Grab your ticket now and secure your spot at the heart of the Unreal community!

Speakers & Participants

Gergő Csősz

Gergő is a Lead VFX Artist at Digic Studios, specializing in real-time VFX, shader programming, raymarching, and procedural content creation. With a deep understanding of Houdini, Unreal Engine, and real-time pipelines, he has crafted high-end visual effects and tools for both cinematic and interactive projects. His real-time and offline VFX expertise bridges the gap between art and tech with creative precision.

Gergő Csősz

Miloš Milosavljević

Miloš is a Game Producer with experience in Parallel production of several game titles using shared resources and technologies, and Unreal Engine feature development. Previously, he worked at Epic Games, where he was responsible for overseeing technical production for MetaHuman Creator and MetaHuman Animator, together with the preparation of GDC showcases. His approach is directed towards structuring projects at scale with simple processes and developing self-sufficient teams. After that, he worked at People Can Fly on parallel game production, online, engine, and web projects. Today, Miloš is focusing on supporting teams to get through the last stages of game production, understand the goals, and how to achieve them with limited resources.

Miloš Milosavljević

Enis Čišić

Enis Cisic has more than fifteen years of active work experience in various fields of art. During these years he has been working on different national and international projects related to comic books, movies, animation, and theater.His work, including comic book pages for Marvel comics, was published all over the world, and illustrations were exhibited in international Galeries. Enis has strong drawing skills and many years of experience in visual narrative (storyboard, visual development) for movies and animation. Currently, Enis is working as a lead cinematic artist in the Mad Head Games (a Saber Interactive Studio) on Hellraiser project.

Enis Čišić

Ivana Horvat

I’m a Producer at 3Lateral, Epic Games, where I’ve spent the past six years working on digital character creation. Since the launch of the MetaHuman Creator Early Access in 2021, I’ve been lucky to contribute to many parts of the project – from building the MHC database and preset characters to advancing rigging and look development. More recently, I worked closely with data capture, R&D and engineering teams on the MetaHuman Animator Realtime solutions. Before moving onto MetaHuman, I was involved in the character creation for Guerrilla Games’ Horizon Forbidden West, an experience I’m very proud of. At 3Lateral, my long-standing love for research and tech has come together – making digital character creation faster and more accessible for creators and storytellers.

Ivana Horvat

Sergey Peresleni

Sergey is the operational force behind Yarnhub. Driving the animation studio to more than 35M views on YouTube each month he’s a capable leader with a team of more than 50 animators and 3D artists in multiple locations. His focus has been instrumental in driving scale and operational excellence to make Yarnhub the media powerhouse it is today. With Yarnhub’s move into gaming Sergey has established a base in Serbia and is actively searching for talent in the region. Sergey is a cofounder in Yarnhub and has been with the company since the very beginning. Prior to working at Yarnhub Sergey led teams in advertising and media.

Sergey Peresleni

Michael Thaddeus

Michael is the Game Director of Brass Rain at YarnHub. With a background spanning nearly every major development platform over the last 15 years, including work on Control at Remedy, he brings expertise in holistic game development, along with specialisation in systems design, and game economy. As Game Director, he guides the creative vision and oversees design, development, and player experience to ensure the game delivers on both entertainment and fiscal viability. As YarnHub continues its transition into gaming, the team is continuing to hire a broad variety of game dev specialists. Michael is passionate about creating games that players not only want to play, but will remember long after.

Michael Thaddeus

Matej Kuric

Matej Kuric is a Product Specialist on the RealityScan team at Epic Games, where he works on improving the product and user experience for creators. With a background in land surveying and over five years of experience in photogrammetry through RealityScan, he focuses on making it easier for users to turn real-world objects into accurate 3D models.

Matej Kuric

Bálint Keresztes

Bálint is the Cinematic Department Lead at DIGIC Studios. He has considerable experience in both the film and the video game industry as a 3D artist and technical artist. His previous experience involves VR game development.

Bálint Keresztes

Luke Savage

Luke Savage is Education Advisor at Epic Games, working with universities and partners around the world to build the next generation of Unreal talent. He previously ran the PlayStation First developer program at Sony Interactive Entertainment, helping students develop and publish games on PlayStation.

Luke Savage

Elena Dimopoulou

Elena Dimopoulou is the first female Unreal Authorized Instructor (UAI) in Greece, with over 10 years of experience as a lecturer and technical artist in the gaming and film industries. She is a frequent speaker at international events such as Epic Games’ Educational Summit, Cesium Developer Conference, Pocket Gamer Connects, and Future Games etc. Elena designs hands- on educational workshops using Fortnite and Unreal Engine for conferences like Kind of Art in Denmark and DevGAMM etc. She also occasionally delivers lectures to global audiences and university students on the intersection of technology and art. Elena is a certified Cesium developer and grant recipient, currently authoring her first educational book focused on virtual reality and Unreal Engine. She founded Greece’s first Unreal Engine training center, offering specialized programs for students and professionals nationwide. Her artistic work has been exhibited at renowned festivals and venues including Documenta 14, the 2019 Athens Biennale, Greek National Opera, Stavros Niarchos Foundation, Athens Digital Festival, the 100 Years Maria Callas Foundation, Wrong Biennale etc. She has been part of the Epic Games Women Creators Program and Dancing Atoms, was a finalist at the Epic Bootcamp Animation, and is a fellow at the Games Fellowship—where her game became the first Greek game showcased at Unreal Fest Seattle, marking a historic milestone for Greek game development on the global stage. Elena is also the founder of Collective Apnea, a social initiative that brings technology and art workshops to remote island communities and inclusive groups, including individuals with special needs. She serves as a Women in Games Ambassador and a mentor at Women on Top, actively advocating for gender diversity and inclusion in tech and gaming. Among her awards, Elena was recognized in the Top 25 VR Excellence 2024, won the Best Animation Award at the Rome Prisma

Elena Dimopoulou

Milica Vujanović

Milica (Lazor) Vujanović is a Senior Software Engineer for Camera Systems, at Rivian & Volkswagen Group Technology, a joint venture focused on advancing software-defined vehicles. Bringing a unique perspective to her core expertise in camera systems, calibration, 3D reconstruction, and computer vision, Milica has a strong background in developing impactful solutions. Her career journey bridges distinct technological worlds: after contributing to cutting-edge solutions for the gaming sector at Epic Games, she now effectively applies this deep knowledge to the complex demands of the automotive industry. This cross- industry experience allows her to approach challenges with a broad and insightful viewpoint. Milica holds a Master’s degree in Computer Graphics, and is actively deepening her expertise through doctoral studies in Automation and Computer Science at Faculty of Technical Sciences in Novi Sad.”

Milica Vujanović

Uroš Marković

Uroš Marković is a software engineer with a background in animation, focused on real-time computer graphics and computer vision. He studied Computer Graphics at the Faculty of Technical Sciences in Novi Sad, where he developed a strong interest in the intersection of visual arts and technical systems. Over the years, his work has evolved from creative production into building procedural tools and automation pipelines within Unreal Engine. Today, Uroš is part of a team developing photorealistic 3D environments and panoramic tours for the real estate industry, where he combines real-world spatial data with scalable real-time rendering solutions.

Uroš Marković

Uroš Isaković

Uroš joined CR3ATE.AI after completing his B.Sc. and M.Sc. at the University of Belgrade. His professional interests include machine learning, non-linear optimization, and 3D geometry. At CR3ATE.AI, he focuses on developing state-of-the-art algorithms for 3D reconstruction. Outside of work, he holds a blue belt in Brazilian jiu-jitsu.

Uroš Isaković

Stefan Stanković

Stefan Stanković is an experienced XR Developer specializing in Unreal Engine at Pixels2Pixels Studio, where he has been building immersive VR, AR, and XR experiences since 2019. With a deep technical foundation and a strong eye for gameplay and interaction, Stefan contributes to the studio’s cutting-edge projects across gaming, education, and virtual installations. His journey into game development began early—while still in high school, Stefan independently developed and published his first game on Steam. This early success cemented his passion for interactive media and set the tone for a career rooted in innovation and creativity within Unreal Engine’s ecosystem.

Stefan Stanković

Ognjen Toholj

Ognjen Toholj is a Motion Capture Specialist with 20 years of experience in performance capture for film, games, and animation. His expertise spans full-body, facial, and hand capture, with a focus on high-fidelity data. Take One is a studio specialized in animation, motion capture, and digital double creation. Since 2012, when it was founded, the studio has worked on some of the most widely acclaimed projects of our generation. To this day, Take One has remained a small and passionate team fully dedicated to the creative craft. Mocap data often lacks the elasticity of the human movement and expression.The goal at Take One is to deliver an emotionally rich and believable performance ready for implementation. From realistic digital doubles and custom MetaHumans, to completely stylized characters, our team has had experience with adapting body and facial animation for a wide variety of projects across different media.

Ognjen Toholj

Nikola Jovanović

Nikola holds a master’s degree in Computer Engineering from the School of Electrical Engineering, University of Belgrade. At CR3ATE.AI, he leads the development of radiance field rendering algorithms within Unreal Engine. In his spare time, he contributes to the organization of computer science summer camps, where he teaches and mentors high school students.

Nikola Jovanović

Mohamed Marouene

My initial experiences are in post-production and as a film director on projects intended for the general public and major corporations. I meet Freddy Koné, my partner, during our involvement in the production of the Oscar-winning animated short film “Logorama” in 2008. In 2010, we decide to establish our own company, of which I am the CEO, to produce content in a flexible and creative manner. Both of us are passionate about new technologies and what they enable, so we choose to move beyond passive screens and engage our clients in immersive and interactive experiences. We launch our R&D Laboratory, Takolor, in 2016 to avoid being constrained by market technologies and to develop our own AI and innovations. Recognized worldwide, we assist major advertisers and artists who want to communicate with their audiences in an innovative way, regardless of the subject or industry sector.

Mohamed Marouene

Freddy Kone

Freddy has been working for more than ten years in the field of digital creation, first for production companies on mass-market films and commercials, then founding SoWhen? with Mohamed. Endowed with an inexhaustible creativity and imagination, but also with a true mastery of technical tools, he does not let himself be constrained by their limits: he is nicknamed “the alchemist”. Freddy designs innovative projects that are optimized for production. He elaborates these experiences, erasing as much as possible the visual presence of technologies, to leave only the experience full of meaning to be lived by the human. Rigorous and in constant search of performance, he uses each experience to improve the following ones under different aspects.

Freddy Kone

Đorđe Đorđić

Djordje Djordjic is the Founder and CEO of Pixels2Pixels Studio, a creative tech company pushing the boundaries of 3D, VR, AR, and Web3 solutions. With a background in computer graphics and animation engineering, Djordje leads a multidisciplinary team that delivers immersive experiences for global clients like Microsoft, IBM, and Patek Philippe. Under his leadership, Pixels2Pixels has grown into a trusted partner for cutting-edge game development, interactive storytelling, and XR innovation. Passionate about using game technology to solve real-world problems, Djordje blends artistic vision with technical execution. From directing VR museum installations to launching blockchain-powered games, his work reflects a bold commitment to creative experimentation and meaningful digital experiences.

Đorđe Đorđić

Katerina Bulatova

Katerina is a Product Manager at Epic Games, working on both ArtStation and Fab. She has over 13 years of experience creating platforms for digital art, games and entertainment industries, mostly notably ArtStation Marketplace and ArtStation Jobs. She crafts products with the intention of building the best user experience for asset creators and their clients.

Katerina Bulatova

Darko Subotin

Darko is a graduated audio-visual artist and master of visual effects and an authorized Unreal Engine lecturer. He received his education at the Academy of Arts in Novi Sad and worked there as a professional associate. He is the co-founder of the Department of Visual Effects, Animation and Game Art at the Faculty of Dramatic Arts in Belgrade, where he is employed as an assistant professor. He has worked on numerous projects in the entertainment industry, on video games, short films and stage plays. He designed the game design course on the Game Lab platform and collaborated with the Crater Training Center as a lecturer on the Train the Trainers course and the European Summer of Unreal program. He participated in the SGA programs Playing Narratives and Unreal Day. Since 2023, he has been a regular instructor at the Unreal Fellowship: Storytelling program at Epic Games Novi Sad.

Darko Subotin

Vanja Knežević

Vanja is a VR and game developer – by day he works at the International Committee of the Red Cross and develops VR simulations for training purposes, By night he makes Nazralath with Euclidean Studios. Learning about technology, society and art in order to become equipped to handle complex civilization-scale tasks. Long-term goal is to be capable to make the right decisions when they matter most. Strong background in working with data, extracting insights from it and telling stories. He is also a member of Board of Directors of the Serbian Games Association.

Vanja Knežević

Tatjana Ristić

Tatjana sees herself as a mediator between academia and the gaming community. Writes scientific texts and participates in conferences about literature and video games, and is also trying to sign her first Narrative Design Document within the indie studio that is making a video game inspired by slava. Is working on launching a platform for gaming criticism in Serbia in the form of an animated pixel-art podcast. In SGA she is a Jack-of-all-trades but a Master-of-text.

Tatjana Ristić

IT'S SHAPING UP TO BE THE BEST ONE YET. SEE YOU SOON!

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