
Tomas
Luyke
Director, Marketing Technology & Innovation
At
Nettwerk Music Group
How AI Is Changing Music Marketing
Ethan
Francis
Director
At
CG101
Creative Careers Unfiltered: Motivation, Mentorship & Meaningful Networking
Benjamin
Brienen
Maintainer
At
wgsl-analyzer
Introduction to wgsl-analyzer, for shader programming with WebGPU
Ulrik
Van Hecke
Visual Creative
At
Ambrio BV
Funding for Innovation in Music and Entertainment: Where's the Money?
Jasper
Goens
Lead developer / Tech Artist
At
VRT
Can Game Development Keep Up with Broadcast budgets and timelines?
Jason
Della Rocca
Co-founder Execution Labs
At
Execution Labs
Better Than Breakeven: The Real Math of Winning Deals
Gérôme
Vanherf
CEO
At
ikii
Funding for Innovation in Music and Entertainment: Where's the Money?
François
Mockers
Maintainer
At
Bevy Foundation
What's Bevy, how being open source and open core helps you and us
Melissa
Herrera
Content Platforms Manager
At
Studio100
From Pop Icons to Pixels: Bringing K3 to Roblox
Gianluca
Sorrentino
Studio and Game Director
At
Bolt Blaster Games
Indie Game Marketing 101: How to Go BIG While Staying Small
Leonid
Gorbachev
CEO, Game Design & Programmer
At
Mind Control Games
How We Built Cash Cleaner Simulator
Bünyamin
Yürük
Visual Creative
At
VRT
Can Game Development Keep Up with Broadcast budgets and timelines?
Brenda Ximena
Roldan Romero
Co-Director / 3D Animator
At
CG101
Creative Careers Unfiltered: Motivation, Mentorship & Meaningful Networking
UNWRAP Launch Party 29 Oct:
Play Belgian Indie Games
UNWRAP Launch Party 29 Oct: Play Belgian Indie Games
Josse
Raes
Video editor / AI-creative
At
Bataljon
Treat AI like a highly advanced intern
Keltic
Vermeersch
Digital Storyteller
Professional Chaos: Say yes before you’re ready
Jesus
Serrano
AI Principal Product Manager
At
Microsoft
Can AI develop a whole videogame?
Jasper
Vis
Co-founder
At
MAXYMUM
The GDD that never Lies: A Uniform Game Design tool
Winston
van Graafeiland
CEO
At
Skunx Studios
Working in a fun, but efficient VFX studio in 2026
Workshop Media Oct. 30:
Unlocking the potential of Gen AI
WORKSHOP: Unlocking the potential of Gen AI: From IP to universe
Ann-Sophie
Dewaele
Head of Communication
At
Democrazy • Club Wintercircus • Boomtown
Future of Education in Music and Entertainment: Young Professionals in Tomorrow's Industry
Veerle
Van Schoelant
Artistic Coördinator
At
30CC
Skip the Drama: Innovation Tips from Performing Arts
Remi
Nowakowski
Art Director/ Art Manager
At
ex - CD Projekt RED / CreativeForge Games/ Techland
AMA with Remi Nowakowski
Wim
Vandamme
XR & Real-Time Rendering Engineer
At
Prismax
Your Game Dev Skills Are Bigger Than Games
Glenn
van Waesberghe
Researcher Game Tech and AI
At
Howest DAE Research
Glenn's State of AI 2026
Marijn
Goossens
Lead Technology & AI Hub
At
Future Media Hubs
Key Trends in Games & Media Engagement
Luc
Delrue
CEO
At
ENT.A
Funding for Innovation in Music and Entertainment: Where's the Money?
Goran
Milic
Discipline Supervisor - Facial Animation
At
Goodbye Kansas Studios
Animating Realistic Faces for Game Cinematics: From Mocap to Final Polish
Malou
De Paepe
Lighting Artist
At
Climax Studios
Physically based lighting: Know the rules, then break 'em
Max
Tiel
Director
At
Thunderboom Records
New Audiences, New Formats: the impact of game concerts on the independent music industry
Patricija
Keica
AI Artist & Digital Project Manager
At
L'Oréal
The AI Algorithm Didn't Steal My Job - It Opened a Door Into Beauty
Mateo
Covic
Founder
At
ZoroArts
Paddle Paddle Paddle - From 4 Months of Development to 250,000 Copies Sold
Christoph
De Preter
Co-founder
At
EDSON LEGAL
How To Address AI in your Compliance and Contracts
Jarne
Van den Herrewegen
AI Engineer
At
Datameister
The Steerable Studio: Controllable AI for 3D Content Creation
Antonino
Scodrani
Lighting Supervisor
At
Steamroller Animation
Developing a look 'Guerilla style'
Damian
Gerrits
Lighting Artist / Associate Art Lead
At
Moon Studios
The Art of Lighting in No Rest for the Wicked
Regis
Le Roy
Academic Director
At
Howest, Digital Arts and Entertainment
Future of Education in Music and Entertainment: Young Professionals in Tomorrow's Industry
Tara
Beutels
Strategic and Commercial Expert
At
AMPLO
How to get paid in the creative industry
Benjamin
Yde
Simulation & Synthetic Data Expert
At
Vintecc
OpenUSD, Your New Best Friend
Explore how Generative AI can help transform a single IP into an entire entertainment universe. In this hands-on workshop, participants work in small groups to explore how an existing IP can expand into new mediums, from games and video to social content and beyond.
A practical session for creative professionals, entrepreneurs and anyone curious about the future of entertainment, storytelling and world-building.
Organised by Future Media Hubs
During the Flanders Game Hub Advisory Panel, selected studios present their business models to a panel of experienced professionals, entrepreneurs and industry experts. Through open discussions and constructive feedback, the panel helps founders challenge their assumptions, sharpen their strategy and explore new opportunities for growth.
The studios have already been selected, but the Advisory Panel is open to everyone. Join us to discover inspiring business models, exchange ideas and gain valuable insights from the conversations.
Have you ever wondered how standards come to be?
So had I. It started with a simple question: could WGSL have import statements?
From there, the journey took me deep into the world of compiler development, language design, language servers, debuggers and a world where reusable shader libraries are commonplace. Along the way, I learned that standards are far more open than I imagined. I met the lovely people behind the WebGPU and got a firsthand look at how standards evolve. I was also lucky to find a community of people working on WebGPU tooling.
Out of this, we began designing the WebGPU Enhanced Shading Language (WESL) as an open layer on top of WebGPU, to serve the needs of graphics programmers today and as proposals for future extensions of WebGPU. In parallel, we built a set of tools around it, shaped by requirements from real-world projects like the Bevy game engine.
This talk is about the journey, from wanting a small language feature to learning how to shape the tools and the standards, and why you should consider getting involved yourself.
An introduction to a language server / VS Code extension for shader programming, aimed at game developers or others who need to write shaders for their media projects.
For independent artists and label teams drowning in platforms, content demands and endless must-do tactics: most overwhelm comes down to context - how much your team and tools actually know about your artist. This workshop shows how to build that context layer yourself and turn recurring campaign work into reusable playbooks. Attendees leave with a brief template, playbooks, and a live demo built in real time.
Bevy is a free, open source game engine written in Rust, built so nothing is a privileged 'core' - engine code, your code, and every third-party plugin are the same kind of composable piece. Open source means you're never stuck waiting on a vendor; open core means you use only what you need. Real applications include commercial games, desktop apps and tools, live visuals/VJ sets, and creative-coding frameworks being rebuilt on Bevy.
Indie Island builds concerts inside game worlds, as a stage alongside the existing venue. In the US, concerts like this have already shown real impact. Thunderboom Records is exploring with venues and artists how that development can serve the Dutch working practice, and whether building such a concert can become more accessible. We do this through a series of live shows, made together with artists and venues. All results and templates are shared open-source. This talk looks at what that actually delivers for venues and artists, and what it takes to do it yourself.
An inside look at the creation of K3's presence on Roblox: the strategic choices, development process and early results. What works when bringing an entertainment brand into a gaming platform.
Instead of using expensive, proprietary or hosted version control systems, you can leverage mature, feature-rich open source alternatives. This talk sets up and explores Gitea - support for large binary files (Git LFS), CI/CD actions compatible with GitHub Actions, and robust project management tools - everything needed to manage complex software projects while taking back control of one of your venture's most important assets.
Keeping up with the EU legislative developments and court cases in the areas of digital entertainment and video gaming can feel like drinking from a water hose. Our presenters will help you make sense of this rapidly evolving landscape, covering topics such as lootboxes, the new Digital Fairness Act, platform obligations under the Digital Services Act, and much more. What is coming next, and how will it affect developers and publishers? Join us and stay ahead of the curve.
What can the music sector learn from performing arts in terms of tech and innovation? Many household names in the (performing) arts sector are standard-bearers of innovation, not only when it comes to live performances or technology on stage, but also in the creative process or even in backoffice tasks. Experiments with AI in writing plays, mixed reality on stage, dancers performing with their 3D avatars or gaming festivals in historic theatres: the performing arts fully embrace new technologies at a rapid pace. What is the main purpose of these initiatives and what are the major takeaways? How do traditional audiences respond, and do these experiments attract new audiences? And how do you incorporate this when applying for government grants or other types of funding? Various thought leaders from the performing arts sector will share their findings, aiming at inspiring music sector professionals and encouraging them to embrace innovation just like they did.
Mateo Covic, a 23-year-old solo game developer, created Paddle Paddle Paddle in just four months, from idea to Steam launch. The game sold over 250,000 copies in under a year and became a global hit. He walks through the entire development process and explains why short development cycles and small games can achieve massive impact.
To entrepreneurs & founders, artists, managements, labels or even researchers, the funding landscape for innovation often resembles a dense jungle. With the arrival of ENT.A, Flanders now has a strong funding instrument dedicated to tech and innovation in entertainment, but some music industry stakeholders don't fully grasp its potential. And when it comes to investments or venture capital, there still seems to be a mutual lack of understanding as to what investors are actually looking for, or how this complex entertainment industry is actually working. This leads to a dramatic slowdown in innovation and opportunities being missed. We talk about how to turn this around with innovation funds, investors and founders. This panel is not only interesting for music tech entrepreneurs, but equally so for labels, artists and their management teams struggling to navigate the funding jungle.
Marijn presents the most relevant game-related trends from the Future Media Hubs Trend Report, based on insights from media organizations across Europe, highlighting how games, interactivity and engagement are reshaping the media landscape and audience experiences.
After crawling 187 million Steam reviews and 1.1 million forum posts: the people who write reviews on Steam are already in your forums, most just haven't written one for you yet. A hundred reviews at the right percentage can hit 'Overwhelmingly Positive' - across indie titles, 62% of forum posters are serial Steam reviewers (vs. 13% Steam-wide). This talk covers how to find them, what to post on your forum, and the weekly workflow that compounds reviews.
As the worlds of music and creative technology become more and more intertwined, we might need to rethink how we educate future professionals in these fields. Game development students struggle to find a first job in a difficult market, aspiring musicians need to navigate an ever more complex industry, artist management graduates need to be up to speed with rapid developments in their field and creative tech students must be made aware of opportunities in various entertainment domains. How can we break down the silos of different study programmes and make sure that students' skillsets can be applied in other fields? What skillsets does the entertainment industry need and what is currently lacking in education? And ultimately: how do we train young professionals for the entertainment industry of tomorrow? This panel speaks to graduates looking to broaden their horizons, but also to artists & music industry professionals on the lookout for new skills or companies aiming to hire versatile new professionals.
Sharing how, why and when Triangle Factory reuses code across projects - the maintenance of that shared code, plus pitfalls and advantages.
Patricija studied as a game artist, then pivoted into L'Oréal's marketing team, applying game industry skills to beauty. An honest, behind-the-scenes look at how a game-art background opens doors into unexpected industries, how emerging tech (incl. AI) is applied in beauty, and what it means for the future of visual storytelling.
Anyone working in a multi-tool 3D pipeline knows the frustration of every application speaking its own language. OpenUSD gives teams a shared scene description that works across tools and departments. This talk explains why the problem matters, what makes OpenUSD different from OBJ/FBX/glTF, and walks through core USD terminology (prims, layers, references, payloads, composition arcs, kinds, purposes).
Portfolio setups, how to attract work, showcasing ideas, sparking interest, and standing out.
Cash Cleaner Simulator became an unexpected success on Steam last year. A dive into what made players fall in love with it - and where more could have been done better.
The tools you use to ship games are quietly taking over other industries. Wim takes you behind the scenes of two very different productions built on game engines: the LED mainstage visuals of Tomorrowland, rendered live for hundreds of thousands of festival-goers, and Digiphy's XR workflows for designing sporty Italian cars. Same engine, same C++, wildly different constraints. The takeaway: while the games industry weathers its storms, engine skills, real-time rendering, and pipeline knowledge are becoming more valuable elsewhere - in live events, automotive, film, and immersive experiences. Your talent doesn't need a game to matter.
The 'F*ck Dailies' Philosophy: discover how eliminating management layers, killing unnecessary meetings, and giving artists absolute creative freedom leads to actual, massive success.
TBA
A case study from Howest University, where Game Development students build NES games from scratch using 6502 assembly - not to ship NES titles, but as an educational tool to develop a systems-level mental model of how computers actually work. Covers course structure, peer teaching, and early outcomes.
This session breaks down the end-to-end process of bringing photorealistic characters to life—from raw motion capture data to the final hand-keyed polish. We’ll cover essential facial anatomy, the mechanics of digital acting, and how subtle micro-expressions prevent the "uncanny valley." Tailored for aspiring animators and 3D artists, this talk offers practical production insights and a clear look into a high-value career path in games.
In the future of entertainment, creativity is the fuel, but money still makes the engine run. Amplo breaks down how to get paid smart, fast, and fairly - helping artists, freelancers, and creative minds turn their talent into a sustainable income without getting lost in the admin maze.
I am going to talk to the participants, answering their questions, about Art Direction, artistic pipelines in games development and the role of the artist in the games development studio.
What does it actually mean to light something “physically correctly”? In this talk, we’ll take a practical look at PBR lighting, from exposure and real-world lux values to understanding how different light sources behave in the real world—and how to translate that into a game engine.
We’ll also dive into HDRIs: how to read them, and how to get the most out of them when lighting a scene. We'll measure our own data with a light meter and learn what this data can teach us.
But realistic doesn’t always mean better. PBR can be an incredibly useful foundation, but it’s easy to get so caught up in physical accuracy that the artistic side gets lost. We’ll look at where that happens, why it matters.
Together, Maria and Gianluca share how devs and marketers can work hand in hand in indie teams, drawing from AAA experience (including CD Projekt RED / The Witcher / Cyberpunk 2077) while being smart about indie-sized resources, based on their collaboration on The Spell Brigade (1M+ copies sold).
How do you design a distinctive 2D look within a 3D environment like on Spice Frontier? How do we build tools as we go with a very limited pipeline support? A guide through the thought processes behind the look of Spice Frontier and what to look out for when working with limited pipeline support on a small team.
A down-to-earth conversation led by the teams behind Concept101 and CG101 - two free, community-led platforms supporting creatives in pre-production and production for animation, VFX, and games. Honest, practical tips on building a sustainable career: breaking in, staying motivated, overcoming burnout, and developing meaningful industry relationships beyond surface-level networking.
There never was a master plan - just a series of opportunities that seemed a little too scary, a little too ambitious. From studying game art to working on Horizon Forbidden West, Avatar: Frontiers of Pandora, and Project 007, moving across Europe, writing a novel and starting an indie game studio: every major chapter began before feeling ready. A reminder that the 'right moment' probably doesn't exist.
This talk explores AI video, not as a replacement for traditional film and video, but as a new medium that opens up uncharted possibilities.
The focus is on the right mindset: traditional media are far from dead and AI can serve as a powerful, complementary tool. Because AI is so new to the industry there is no set playbook yet - embracing this pioneering phase today could be a great asset for the digital artist of tomorrow.
You've been warned - this is gonna be super boring! But the math behind your deal is critical to determine whether you truly have a hot opportunity to fund, or a dud that publishers and investors will quickly pass on. This session helps you understand how funders assess the economics of a pitch, and the difference in ROI expectations between project investors and studio investors, plus methods for determining the commercial potential of your game.
The Art of Lighting in No Rest for the Wicked provides a behind-the-scenes look at the lighting process that helps bring the world of No Rest for the Wicked to life.
On Oct. 29, we’ll end the day with a great afterparty @ Kreun.
Access to the afterparty is included in your UNWRAP ticket.
When the conference ends, the experience continues at Track for the Belgian Launch Party.
Curious what Belgian game studios have been cooking up? The Launch Party puts the spotlight on a selection of Belgian games released in 2026.
Grab a beer and meet the devs behind the games.
Access to the Launch Party is free!
Drawing on over a decade of experience with AR and broadcast technology, Tim shows how AI is reshaping live broadcasting: Gaussian Splatting for virtual production and live digital twins, automated generative 3D pipelines, and vision-based tracker detection.
Three years after his last UNWRAP presentation on legal aspects of AI use for creatives, studios and publishers, Christoph examines how the landscape has changed: recent groundbreaking court cases reshaping contractual and compliance practices, and what the EU legislator has in store for the sector and the use of AI.
Today, more than 20% of the games published on Steam say they use Artificial Intelligence in their development, and many signs suggest the real number is even higher. AI is already part of the creative and technical heartbeat of the industry, and its influence is impossible to overlook.
Still, beyond prototypes or small casual projects, one question keeps coming back: is AI truly making its way into professional production pipelines?
The future of 3D content creation depends on giving artists controllable AI tools that fit how they already think and work, developed responsibly alongside the creators who will use them. Through the Flemish VIVACE project, we're researching how to bring multimodal control, generative style consistency, and partial regeneration into 3D pipelines. In this talk, we'll show how these capabilities reshape the path from concept to a virtual environment, and where the meaningful gains in efficiency and creative freedom actually come from.
Join this talk for a high-speed overview of the newest evolutions in the field of AI applied to games, film, and animation, and to learn which new technologies you should be on the lookout for.
UNWRAP Launch Party 29 Oct:
Play Belgian Indie Games
When the conference ends, the experience continues at Track for the Belgian Launch Party.
Curious what Belgian game studios have been cooking up? The Launch Party puts the spotlight on a selection of Belgian games released in 2026.
Grab a beer and meet the devs behind the games.
TALKS:
Bünyamin
Yürük
Visual Creative
Bünyamin Yürük is a Visual Creative at VRT, where he works across 3D, virtual production, real-time graphics and emerging AI workflows. He graduated from Digital Arts & Entertainment in 2025 and previously gained experience working with Unreal Engine, virtual production and VFX. At VRT, he has been exploring how AI and real-time technologies can be integrated into creative production, including projects that combine game development, visual content and broadcast.
TALKS:
Afterparty 29 Oct
Black Sun Empire + NEO
When day one of UNWRAP comes to a close on Oct. 29, we’re keeping the energy exactly where it belongs: with a live set from Black Sun Empire.
Black Sun Empire - The Dutch Drum & bass royalty is playing our afterparty. Yes, really. Bring your dancing shoes, because this one's going to hit hard.
The afterparty is included in your UNWRAP ticket.
🎧Listen on Spotify or on YouTube
Our afterparty is powered by Blinking Pixel, a Maxymum label
TALKS:
Ulrik
Van Hecke
Visual Creative
Ulrik Van Hecke is the Founder & CEO of Ambrio, a Belgian deep-tech company developing spatial audio technology for artists and live performance. He initiated the project and invented the concept behind Ambrio’s spatial mixer, leading it from an initial idea to a funded company with a working product and a first market launch planned for February 2027.
With a background in electrical and space engineering, and as a pianist, DJ and producer, Ulrik combines technical and creative perspectives. He has hands-on experience across funding, manufacturing, IP, and electrical and mechanical product development.
TALKS:
Wim
Vandamme
XR & Real-Time Rendering Engineer
Wim is a C++ and Rust developer who spends his days between artists and creatives, and his evenings hallucinating and vibing. He writes the Unreal C++ behind the visuals of immersive live experiences, small and large, and moonlights in XR with Italian designers of sporty cars.
His idea of relaxing is cross-compiling Linux for new silicon, and his idea of a "small weekend project" is scoping a multi-GPU path-traced render engine for immersive domes. He once built an entire native Android pipeline for C++ and Rust, purely to avoid writing a single line of Java — a decision he describes as "a matter of principle" and everyone else describes as "concerning." If it has pixels, a GPU, and a usb or network port, Wim has probably made it do something it wasn't designed for.
TALKS:
Goran
Milic
Discipline Supervisor - Facial Animation
Goran is a VFX and facial animation specialist with over 20 years of experience in film, television, and game cinematics. He has worked in senior roles at Weta Digital and Goodbye Kansas Studios, specializing in realistic facial animation, facial motion capture, scanning, and performance-driven character work. He is a founding member of the Society for Game Cinematics, an active member of the Visual Effects Society (VES), and a two-time VES Award nominee.
TALKS:
Remi
Nowakowski
Art Director/ Art Manager
Video games artist for the last 28 years. Started as Texture Artist, worked my way up to become Art Director on several gaming projects but also board and card games related to various IP's. One thing i've learned is that since i love playing games i want to make them look better by contributing to their development. Also, i love working, tutoring and learning from other artists.
TALKS:
Ann-Sophie
Dewaele
Head of Communication
Ann-Sophie Dewaele graduated from Digital Arts and Entertainment in 2014. After a few years in games and animation, she took those skills into the music industry. Together with record label Consouling she put together Deep Listening, one of the first Ghent festivals focused on immersive experience and the link between tech and music. She was a JUMP Music Accelerator fellow in 2020 and is currently head of Communications at Democrazy, Boomtown and Club Wintercircus.
TALKS:
Regis
Le Roy
Academic Director
Regis Le Roy is Academic Director at DAE (Digital Arts and Entertainment), the game, VFX and 3D animation program of Howest University of Applied Sciences in Kortrijk, Belgium. He has more than 25 years of experience in academia and serves as vice chairman of Flanders Audiovisual Fund. He was also one of the founders of the DAE program, holds a master's degree in game technology, and is a lifelong gamer.
TALKS:
Reï
Messely
Game Developer
I've been working at Triangle Factory since I graduated in 2024 from DAE. I touched a variety of technical topics during my time here, be it anti-cheat, art tooling, 3rd-party integrations or gameplay code.
One of the things I contributed to, are a couple of our internal packages which help us reuse code across projects. As a way of giving back to the amazing community that helped shape me to where I am now, I would love if you came to hear me talk about how we tackle this at Triangle Factory.
TALKS:
Jasper
Vis
Co-founder
Jasper Vis is co-founder of MAXYMUM, a game technology company building next-gen, engine-agnostic tools for game designers. Jasper has spent his career at the intersection of design and technology, crafting immersive digital experiences for global clients and brands. He spent six years in the games industry working on triple-A titles published under the famous Sierra label.
In 2025, he co-founded MAXYMUM with a group of industry veterans to tackle a problem that's plagued game development for decades: giving designers a tool built specifically to support their daily work.
TALKS:
Tomas
Luyke
Director, Marketing Technology & Innovation
Tomas Luyke is Director of Marketing Technology & Innovation at Nettwerk Music Group, the independent label behind artists like Paris Paloma, SYML, Passenger and LEISURE. He bridges technology with artist strategy and leads the label’s AI and innovation initiatives.
Before joining Nettwerk, Tomas held roles at various independent and major labels, most recently as Head of Artist & Label Services at Warner Music Benelux. Across these positions, he supported global artists and labels in developing campaigns spanning frontline, catalog, and digital strategy. This cross-label experience gives him a unique perspective on how major and independent ecosystems can coexist and how technology is transforming both.
Tomas also contributes to Music Tech Netherlands, connecting the country’s music and tech communities. His current focus is the applied use of AI across marketing operations, audience development, and strategic planning, alongside internal AI enablement and training, helping teams build fluency through workflows and real campaign use cases. He advocates for a future where digital intelligence supports stronger decision-making and frees up more space for human creativity.
TALKS:
Patricija
Keica
AI Artist & Digital Project Manager
Patricija Keica works at the intersection of AI and visual storytelling in the beauty industry. She joined L'Oréal as an intern straight from Howest Digital Arts and Entertainment (DAE), curious about how AI tools were being used in beauty, and started experimenting with the company's internal creative tools, work that ended up featured in live ad campaigns.
Today, Patricija works as a visual consultant and creator, using AI and other tools to bring L'Oréal's campaigns to life. She also owns the company's internal CreAItech tool and trains colleagues on how to use AI creatively. She's interested in how techniques born in gaming and entertainment find new life in one of the most image-driven industries out there.
TALKS:
Veerle
Van Schoelant
Artistic Coördinator
Veerle Van Schoelant is Artistic Coordinator at 30CC and a guest lecturer in Cultural Studies at UCLL KU Leuven. Trained as a social worker in cultural work, she also holds a degree in History from the Vrije Universiteit Brussel (VUB). Before joining 30CC, she worked as a production manager for Filmfabriek, Villanella and fABULEUS.
Her work is characterized by connecting socio-cultural methodologies with contemporary arts practices, fostering participation, co-creation and collaboration. At 30CC, she has initiated and developed a range of pioneering projects, including the emerging artists platform Eigen Kweek, For Real, a performing arts festival exploring the intersection of art and new technology, and SHIFT, an inclusive creative and digital youth hub. She is currently involved in the development of Leuven’s new Performing Arts Site (Podiumkunstensite), scheduled to open in 2031.
TALKS:
Gérôme
Vanherf
CEO
I'm the co-founder and CEO of ikii, a creative agency and venture studio operating at the intersection of live entertainment, premium experiences, and emerging technologies.
Alongside this, I serve on the advisory board of KIKK Festival, on the board of MusicTech Belgium and Capitane Coop, and as a strategic advisor to companies including Tickets For Good, Citizen BKLYN, Levita, and Temple Studios.
TALKS:
Tim
Van Dingenen
Manager
Tim Van Dingenen graduated from Digital Arts & Entertainment in 2014 and has since built his career in broadcast and media graphics. His work spans 2D and 3D design, augmented reality, live production, and AI-driven creative workflows. In 2025, he became Manager of Boost Graphics, where he leads the department with a strong focus on innovation, emerging technology, and the future of real-time visual storytelling.
TALKS:
Melissa
Herrera
Content Platforms Manager
Melissa Herrera is Content Platforms Manager at Studio 100 Benelux.
She is responsible for how Studio 100 content is distributed and experienced across digital content platforms, both internally and externally. With experience at the intersection of content, digital platforms and emerging technologies, she contributes to the ongoing evolution of well-known Studio 100 worlds into new digital formats and experiences.
TALKS:
Malou
De Paepe
Lighting Artist
I graduated from DAE in 2024 and have since worked as a Lighting Artist at Climax Studios, gaining experience across AAA games in Unreal Engine 5, Unity, and proprietary engines.
Most recently, I've worked on Exodus, an upcoming sci-fi RPG, where I focused on gameplay lighting,taking maps from blockout to shippable, implementing PBL into the project, and optimizing lots (and lots) of lights.
TALKS:
Ethan
Francis
Director
Ethan Francis is a CG Generalist at Black Kite Studios. Beginning his career as a runner at ILM, to now a Generalist at Black Kite Studios, he has worked on a range of adverts for clients such as Apple, Samsung, McDonald's, KFC and many more.
He has a passion for organic modelling and immersing himself in the film, TV and games community which led him to be part of the CG101 and Concept101 team.
TALKS:
Brenda Ximena
Roldan Romero
Co-Director / 3D Animator
Brenda Ximena Roldan Romero is a 3D Animator with experience across high-end VFX and Feature Animation. Since graduating with First-Class Honours and a Distinction from Bournemouth University, she has worked on projects for major studios including Disney, DreamWorks, Marvel, Amazon Prime, Apple TV, BBC, at studios like DNEG, Framestore, Jellyfish Pictures, Axis, Triggerfish and more. Her recent credits include Eyes of Wakanda (2025), DogMan (2025), The Wheel of Time (2025), and several upcoming NDA films.
Brenda is also the co-director of CG101 and collaborator at Concept101, two community-led events focused on creating free, accessible resources for artists in animation and VFX. With over 20 talks delivered at major festivals, she’s passionate about storytelling, character performance, and empowering the next generation of talent.
TALKS:
Maarten
Leys
3D Animator
Maarten was always fascinated by early 3D animation. He studied at DAE and started his career at Framestore as a Junior 3D Animator. His focus on creature animation quickly led to one project after another in that niche.
From there, he moved to Pixomondo to work on House of the Dragon, then returned to Framestore for Harry Potter and How to Train Your Dragon 2.
Alongside his main projects, he also takes on freelance work, like teaching animation at VFX workshops for DoubleJump Academy.
TALKS:
Benjamin
Yde
Simulation & Synthetic Data Expert
Benjamin Yde is a synthetic data and simulation expert at Vintecc, a Belgian industrial technology company specializing in mechatronics, computer vision, digital twins, and AI-driven automation. Graduated in 2019 from Howest DAE in Kortrijk as a game developer and has been with Vintecc since then.
Today he builds synthetic data pipelines using Houdini, develops simulation and 3D visualization tooling in C++ and Python, and works extensively with OpenUSD across the stack from Houdini's Solaris to Nvidia Omniverse. He has a particular interest in bridging the gap between the VFX and industrial worlds, applying production-grade tools like OpenUSD and PhysX to real-world industrial use cases.
In his free time he maintains open-source guides on C++, Python, OpenUSD, Docker, and Linux on GitHub. He also co-organizes the Belgian Houdini User Group together with Simon Verstraete.
TALKS:
Keltic
Vermeersch
Digital Storyteller
Keltic Vermeersch is a Belgian game developer, environment artist, and storyteller.
Over the past several years, he has contributed to AAA titles including Horizon Forbidden West, Avatar: Frontiers of Pandora, and Project 007. Alongside his work in games, he’s an author, entrepreneur, and (naively positive) founder of an indie game studio, where he’s developing his own original projects.
TALKS:
Pieter
Paepe
Founder
Pieter Paepe is a leading regulatory and litigation lawyer with extensive experience in EU law, competition law, digital regulation, and dispute resolution.
He serves as trusted counsel to companies navigating complex legal and regulatory challenges, from market entry and compliance to high-stakes litigation. Pieter has successfully argued several landmark cases before the European Court of Justice and advises businesses operating in highly regulated and technology-driven industries.
TALKS:
Damian
Gerrits
Lighting Artist / Associate Art Lead
Damian Gerrits is currently an Associate Art Lead at Moon Studios, where he has been working on No Rest for the Wicked since joining the studio in 2022. His primary focus has been shaping the game's lighting style and direction, from the earliest explorations on how to complement a hand-painted and handcrafted world to the final lighting seen in the game today.
Throughout development, Damian has worked on the majority of the game's world and cinematic lighting, helping define the visual mood and atmosphere across the project. He has also contributed to the creation of multiple trailers through lighting, editing, and team leadership. These experiences led him into his current role as Associate Art Lead, where he continues to focus on lighting while working closely with and supporting the wider art team throughout development.
TALKS:
Antonino
Scodrani
Lighting Supervisor
I graduated DAE in 2019 and found my first job as a lighting artist at rebellion game studios film division in oxford.
There I spent almost 3 years growing my skillset and working on a couple of live action and full cg projects. (sniper elite 5 cinematic trailer, evil genius 2 cinematic trailer, ...). After which I joined steamroller animation as a lighting supervisor in the summer of 2022. There we released our award winning animated pilot Spice frontier and I worked on many other client projects and pitches.
TALKS:
Gianluca
Sorrentino
Studio and Game Director
Gianluca Sorrentino (he/him) is a Studio and Game Director who helped start up a Belgian indie game studio - Bolt Blaster Games. He oversaw the creative and game direction of GAZZLERS, a cartoon-inspired VR shooter, and helped shape the team behind The Spell Brigade, a co-op bullet heaven action roguelite with ragtag wizards that sold 1M+ copies while still in Early Access. Gianluca also took care of marketing until the success of The Spell Brigade allowed to find a full-time person.
Fav game: Team Fortress 2
Playing right now: UFO 50
TALKS:
Maria
Nevoisa
Director Of Publishing
Maria Nevoisa (she/her) is a marketing and publishing pro with 12+ years in the industry. Among the companies she worked at, there's CD Projekt RED, where she contributed to launching one of the most memorable and unique video game marketing campaigns of the last years for Cyberpunk 2077. Maria also taught Video Games Marketing at Collegium Civitas University and loves knowledge sharing.
Fav game: Disco Elysium
Playing right now: Replaced
TALKS:
Stefan
Brandmair
Stefan Brandmair is a masters student at TU Wien and an open-source graphics and tooling programmer. He has worked on the FlaxEngine, contributed to Babylon.js, maintained gl-matrix and serves as an invited expert in the GPU for the Web Working Group.
His work focuses on the WebGPU Extended Shading Language (WESL), building compilers, modular shader libraries, resilient IDE tooling, debuggers and serving the needs of game developers. Much of this work is motivated by the design challenges of the modern and modular Bevy game engine.
TALKS:
Jesus
Serrano
AI Principal Product Manager
Jesús has 30 years of experience in the digital industry, including the last 20 at Microsoft, where he has held a wide range of roles across Innovation, Artificial Intelligence and Engineering. In 2014, he became the inventor of one of Microsoft’s protected patents.
He has worked across multiple industries with a strong focus on Media and Entertainment, partnering with more than 300 clients in 35 countries. He has led large‑scale consumer experiences reaching millions of users and downloads, and he advises several game studios and product teams.
Jesús is an internationally awarded speaker with more than 300 sessions and keynotes at global events. He is also an AI Tutor at the University of Oxford and an Associate Professor at various universities and business schools around the world.
TALKS:
Marijn
Goossens
Lead Technology & AI Hub
Marijn Goossens (1994) is an media innovation pioneer and RITCS alumnus who made headlines by directing Belgium's first VR fiction film, Paradise (2016), as well as the world's first 16K film in partnership with Nokia (2017). Following the successful sale of his first XR agency, Soulmade (2025), he founded Noctales, an innovative experience studio creating high-end projects for clients & partners including Technopolis, River Cleanup, Airscan, and Wit-Gele Kruis.
Leveraging his background as a former VR researcher at Thomas More, Marijn also runs the Technology & AI hub and works on strategic research at Future Media Hubs from VRT Innovation, where he provides critical trendwatching and strategic recommendations. As an international speaker and creative strategist, he continually pushes the boundaries of technological innovation and experimental narrative forms to shape the future of the media landscape.
TALKS:
Tom
Tesch
Lecturer
Tom is a senior lecturer at Howest University of Applied Sciences, where he teaches C++, algorithms, and core computer science principles to future game developers. He holds a Master’s degree in Electronics Engineering and a Master’s in Industrial Management, combining deep technical expertise with strategic insight into software development. His career spans ASIC design, embedded systems, industrial automation, and scientific research, from custom digital circuits to interactive socio-economic models.
Tom is an active member of the international C++ community. He has spoken at conferences including CppCon, CppNorth, CppOnSea, and GDC, serves on the board of the Belgian C++ User Group (BeCPP), and co-organized the BeCPP Symposium. At Howest DAE Game Development, he brings his industry experience, teaching practice, and passion for retro gaming into the classroom, helping students navigate modern C++ game programming while appreciating its roots.
TALKS:
Josse
Raes
Video editor / AI-creative
Josse Raes (24) is a video editor and AI creative at Het Bataljon, driving their specialized AI video label, Dyslexic Donkey. While naturally skeptical of the "AI hype", Josse is fascinated by its practical integration into video production. Combining a traditional editing background with a passion for creative experimentation, he explores how AI can genuinely push the boundaries of visual storytelling.
TALKS:
Leonid
Gorbachev
CEO, Game Design & Programmer
Mind Control Games founder and game developer behind titles like Cash Cleaner Simulator and Cartel Tycoon.
With over 15 years of experience in the game development industry, has contributed to a wide range of projects across genres and platforms. Formerly part of Moon Moose and tinyBuild, bringing a strong background in both indie and published game production.
TALKS:
Mateo
Covic
Founder
Mateo Covic is a 23-year-old solo game developer who created his game Paddle Paddle Paddle in just four months - from idea to Steam launch. The game has sold over 250,000 copies in less than a year and became a global hit.
In his talk, Mateo will walk through the entire development process and share why short development cycles and small games can achieve a massive impact.
TALKS:
Christoph
De Preter
Co-founder
Christoph De Preter combines deep legal expertise with hands-on executive experience in the technology sector. Before returning to legal practice, he served as Chief Commercial Officer of global geospatial software companies Luciad and Hexagon Geospatial, leading international growth and strategic partnerships.
Christoph advises game developers and technology companies on intellectual property, data governance, commercial contracts, platform strategies, and complex disputes, bringing a unique blend of legal, commercial, and operational insight.
TALKS:
Max
Tiel
Director
Max Tiel is director of Thunderboom, a non-profit innovation lab for the music industry. Thunderboom is the driving force behind various cooperative responsible music-tech projects and their goal is to make sure that emerging tech adds positive value to the music industry. They work with a wide variety of national and international partners. One example of their work is Open Culture Tech, a talent development, knowledge and network program aiming to make the latest.
TALKS:
Jason
Della Rocca
Co-founder Execution Labs
Jason Della Rocca is a game business consultant, investor, funding advisor, and ecosystem strategist. He currently spends the bulk of his time advising game studio founders on funding and product strategy, and advising governments around the world how to better grow/support the success of their regional game development ecosystem.As the co-founder of Execution Labs, he was a hands-on early stage investor to 25 independent game studios from North America and Europe. In parallel Jason helped launch GamePlay Space, a non-profit hub to support indies and guide them toward business success, whose alumni have generated over $300m in game sales and funding. Between 2000-09 he served as the executive director of the International Game Developers Association (IGDA), and was honored for his industry building efforts with the inaugural Ambassador Award at the Game Developers Conference. In 2009, Jason was named to Game Developer Magazine’s “Power50,” a list which profiles 50 of the most important contributors to the state of the game industry. As a sought after expert on the game industry, Jason has lectured at conferences and universities worldwide.
TALKS:
Brian
Jesse
CEO
Brian Jesse is co-founder and CEO of Grey Matter Games. Formerly of Epic Games / Psyonix and Wolfram|Alpha. He was a gameplay programmer on Rocket Racing in Fortnite and server engineer during the free-to-play launch of Rocket League and the launch of Rocket League Sideswipe. Brian's entrepreneurial career includes experience in virtual reality, front-end web development, backend systems, cloud infrastructure, and mobile app development. After moving from California to Flanders for the strong indie scene, he is working on a title in the Rust programming language using the open source game engine Bevy.
TALKS:
Glenn
van Waesberghe
Researcher Game Tech and AI
During his time as a researcher at Howest's Digital Arts and Entertainment, Glenn has committed the last five years focussed on new and innovative technologies applied in the development of games, vfx, and animation. Primary amongst these, of course, Artificial Intelligence. He has given numerous talks on this subject to audiences of all skill levels, with a focus on getting anyone up-to-date with the newest trends and developments. His talks tend to be high-level, high-speed, and cover a wide spread of subjects.
TALKS:
Tara
Beutels
Strategic and Commercial Expert
Tara Beutels works as a Strategic and Commercial Expert at Amplo. With around nine years of experience, she’s a true veteran in the field. Amplo has been a partner of Unwrap since the very beginning, and once again, we’re thrilled to be part of this year’s edition.
As an HR partner in the creative sector, we know better than anyone what freelancers in the gaming, entertainment, and media industries face on a daily basis.
Looking for advice or guidance on freelancing? Then our talk is definitely for you. You’ll also find us at the career fair on both days. Looking forward to meeting you!
TALKS: