Patrick J Palmer

Iridas COO

As co-founder and COO of IRIDAS, Patrick has been working on the front edge of software technologies for the film industry for the last decade. As part of his journey with IRIDAS, Patrick has promoted the use of pioneering technologies, such as GPU-based color correction, uncompressed playback and real time RAW processing.

With IRIDAS’ early involvement in providing tools for Stereo 3D projects, Patrick is one of the driving forces in making Stereo 3D post-production tools more versatile and easier to integrate throughout the full production cycle.

Patrick is involved in consulting on production and post-production pipelines ranging from independent movies up to blockbuster productions. As part of IRIDAS education program, Patrick frequently teaches master classes on Stereo 3D at various locations throughout Europe, incl. InSight Out (Potsdam) and FMX (Stuttgart).

  • Talk - Creating convincing and immersive stereoscopic 3D and film

    Patrick is widely known as one of the most knowledgeable individuals to talk about the chances and the problems of stereoskopic 3D. He will go into details of how this new film language can be used best and concepts known from traditional filmmaking that do not work properly anymore in stereoskopic filmmaking. How do humans experience stereoskopic 3D? How do humans see the 3D space in general and how can this be translated into stereoskopic filmmaking? How do does the perception of stereo 3D differ from individual to individual? Seats are limited to 30 people

teaser image

Hector Moran

Hector Moran is a Mexican Freelance Character Artist based in Graz, he specializes in character art for video games, miniatures, statues and toys. He has made character art for games like League of Legends and Fortnite. He made the entire miniature line for games like Street Fighter, Ghostbusters+Men in Black, and others. His clients include THQ, Jasco Games, Schleich toys, Hasbro, Keos Masons, Kingdom Death, King Games and many others.

Taking 2d concept art and matching it up 1 to 1 in 3d is part of the skillset required to be a successful character artist. This can be a bit difficult at first, but with some practice and the right approach, it can be done. I this talk we’ll cover the making of some 2d to 3d projects where the concept art was matched up closely and we’ll talk about the steps of the process, what to do, what to avoid and why.

  • Talk - Meshflow for Character Modeling Artists

    How to model high quality characters with correct mesh flow. Get the best forms for your polygon budget and have optimal mesh deformation after skinning the mesh.

teaser image

Heri Irawan

Freelance Concept Artist/Mentor/Lecturer

Since 2001, Heri Irawan began his career in the field of advertising in Austria. Eventually he also developed his skill and has been working in the field of movies and games as a concept artist and Matte Painting.

Heri Irawan received numerous awards from various austrian and international competitions.

  • Talk - Exploring Character Design

    Draw with Heri! bring your own drawing tools (pencil and paper) and soak up heris knowledge for 2 hours.

    Heri will go into depths abut how to draw characters, how to set them up in a scene with layout and posing, how to work with colors to support the character design and so on.

Sven Havemann

CGV, TU Graz Senior Researcher/Group Leader

Born in 1968, Sven graduated in computer science with a thesis on “Generative Modeling” from Bonn in 1997, and received a PhD with distinction in computer graphics from TU Braunschweig in 2005 for his work on “Generative Mesh Modeling”. Since 2005 he is senior researcher at TU Graz, further exploring and extending the boundaries of generative shape design in his research group. Sven is the inventor of the Generative Modeling Language (GML).

  • Talk - The GML technology

    Practice and Theory of Generative Shape Modeling

    This talk is for creative coders looking for efficient ways to create complex shapes. First, the applied section will give a short introduction to the GML shape description language and present some GML related technologies developed in various projects, including a number of demos. This is followed by a second more theoretical section that points out the enormous potentials, but also the fundamental limitations, of procedural shape generation in general, and of GML in particular.

Armin Hess


Armin Hess graduated as architect in the field of urban design in 1997 at the Technical University of Graz. Teaching ever since at different universities like the Technical University Vienna and at the University of Applied Arts in Vienna. ISOCHROM.COM a Vienna based CG company was established around 2000. The company focuses on archvis related computer graphics. Currently isochrom works on large scale international urban and infrastructural projects.

OLN – office le nomade

Clemens Kraigher
Markus Stöger

Clemens and Markus started the nomadic office in Vienna 1999 while studying architecture at TU Vienna. Since then the company developed to a highly qualified team of architects, 3d artists and a network of media professionals. Our daily work mostly consists of arch viz at any scale from small shop to XL urban study. In more than 10 years in buisness we faced challenging projects, sometimes got lost in experiments, other fields of 3D and still have not been nominated for the Oscar. All of this will be shown in our presentation, as well as previously unreleased material…

Lev Ledit


Lev Ledit is Creative Director and Lead Designer at „GAME GESTALT“, an game-prototyping company with the focus on “games for change”. He invented and initiated the virtual world “Papermint”. Previously he was designer at Rockstar Vienna. Building on his experience as a film-maker and game designer as well as his academic studies, he teaches “Game-Design” at the University of Vienna, the Vienna University of Technology, and the universities of applied science in Graz, Hagenberg and Vienna. He is speaker at international conferences including “Nordic Game”, “MindTrek” or “CORP”. He has programmed and designed multimedia applications and games for several museums, including the Austrian national library. Lev Ledit is expert for the Austrian government for computer games evaluation.

  • Talk - Game Design Case Study

    cognition – how to find yourself

    Lev will talk about the game prototype “cognition” on which basis he will explore fundamental game design questions like “Where does the fun of games come from?” The lecture will explain how to design a game throwing the player in a situation of pure questionmarks and no tutorial. Starting with the obvious fact, that playing games is learning, that all play means something, the lecture will guide you through the most basic questions: How do we figure out anything at all? How can we distinguish between one object and another? What is this something called “me”?

Harald Siepermann

Character Designer

Harald is an experienced Character Designer, Illustrator and Animation Author he worked on numerous award winning animation and comic book projects including “Who Framed Roger Rabbit?”, “Alfred Jodocus Kwak”, “We’re Back- A Dinosaur’s Tale”, “Balto”, “Mulan”, “Tarzan”, “The Emperor’s New Groove”, “Treasure Planet”, “Brother Bear”, “Lissy Und Der Wilde Kaiser”, “Space Chimps”, “Enchanted”

  • Talk - Process of Character Creation and Development on Disneys Tarzan

    Harald will talk about examples of his work and will show examples and different methods of how he created the characters for Disney’s Tarzan and Brother Bear. Through this he will give insights into basic principles of how to create convincing and compelling characters.

Saschka Unseld

Pixar Animation Studios Camera and Staging Artist

After graduating from the Institute of Animation at Filmakademie Baden-Württemberg in 2003, Saschka Unseld co-founded the award winning animation “Studio Soi” where he directed and produced numerous acclaimed idents, commercials and short films that have been screened and awarded at festivals around the world. He has given talks about his and Studio Soi’s work at festivals and conferences from Japan to the USA and has given lectures at various animation schools and colleges including the Institute of Animation in Germany, the Animation Workshop in Denmark, San Francisco State University and the School of Visual Arts in New York. Since 2008 he works as a Camera and Staging Artist at Pixar Animation Studios in California where he has just finished his work on “Toy Story 3”.

Pixar Animation Studios, a wholly-owned subsidiary of The Walt Disney Company, is an Academy Award®-winning film studio with world-renowned technical, creative and production capabilities in the art of computer animation. Creator of some of the most successful and beloved animated films of all time, including “Toy Story”, “Finding Nemo”, “The Incredibles”, “Cars”, “Ratatouille”, “WALL•E” and most recently, “Up”. The Northern California studio has won 21 Academy Awards® and its ten films have grossed more than $5.5 billion at the worldwide box office to date. The next film release from Disney | Pixar is “Toy Story 3” (June 18, 2010).

  • Talk - Cinematography and Layout at Pixar Animation Studios

    Saschka Unseld will talk about his daily work as a Camera and Staging Artist at Pixar. He will show examples of the use of Cinematography and the role of the Layout department in various Pixar films, including “The Incredibles”, “Ratatuille”, “Wall-E” and “Toy Story 3”.

Jakob Schuh

Studio Soi Director/Founder

Born 1976 in Munich, Jakob started his studies at Ludwigsburg’s Filmakademie Baden-Württemberg in 1996, where he is teaching since 2003. In 1999 Jakob started working for London’s studio aka, and in 2002 he cofounded STUDIO SOI, where he since then has designed and directed a number of acclaimed commercials, titles and shorts. Jakob’s latest work, the BBC Christmas Special “The Gruffalo”, was nominated for a BAFTA in 2010.

  • Talk - The Gruffalo

    Producing and directing a BBC Christmas Special

    Last Christmas a stunning 10 million viewers watched the BBC’s “The Gruffalo”, a half-hour animated adaptation of the classic British children’s book, starring a.o. Helena Bonham-Carter, John Hurt and Robbie Coltrane, making the film one of the UK’s most successful productions of 2009. Jakob Schuh, co-founder of studio soi and one of the film’s two directors will give a tour through the film’s making, highlighting both directorial and production issues during the project’s two year genesis.

Joshua Beveridge

Sony Imageworks / Aardman Lead Animator

Born in Florida and raised in North Carolina Joshua Beveridge earned a degree in computer animation from Ringling College of Art & Design. His short film Things That Go Bump In the Night placed in both the student Oscars and Emmys Awards. Since then Josh has been employed by Sony Pictures Imageworks in Los Angeles, California. He has spent the last 5 years working on films such as: Chronicles of Narnia: the Lion, the Witch and the Wardrobe, Open Season, Speed Racer, Cloudy with a Chance of Meatballs, Tim Burton’s Alice in Wonderland and the Academy Award nominated Surf’s Up. In addition, Josh earned a VES nomination for ‘best animated character in a live action film’ for his work on the feature I Am Legend. He is currently residing in Bristol, England and working on the Sony/ Aardman co-production Arthur’s Christmas.

  • Talk - Transitioning from Animation Student to Animation Professional in High End Feature Film Production

    Discussing the surprises, challenges and observations on the evolutionary process from student to professional. Including examples on adapting to various workflow challenges. As well as adapting to different direction styles and switching between vfx animation to fully cg animation.

Post Panic – Amsterdam

Jules Tervoort – Executive Producer
Mischa Rozema – Creative Director

Mischa Rozema and Jules Tervoort founded Dutch creative studio/film production company, PostPanic, in 1997. PostPanic create unique visual work for the advertising, broadcast, retail and music industries. It’s international roster of directors all share a common graphic design background and often choose to also work directly on areas such as animation or compositing during a project. This is clearly reflected in our creative attitude.

Supporting our directors, is our Amsterdam studio, made up of a permanent team composed of producers and creatives specializing in live action, motion graphics, 3d and visual effects. Founders Mischa and Jules will be speaking at Pixel 5.0. Mischa is one of the main directors at PostPanic and also acts as Creative Director for projects under the PostPanic brand. His directorial work is fundamental in establishing PostPanic’s name as one of the premier international creative studios. Jules is both Managing Director and Executive Producer at PostPanic. He is responsible for a team of producers specializing in live action and post-production work plus he ensures all PostPanic projects attain the same high production standards as we aspire to with our creativeness. Together Mischa and Jules have been responsible for creating work for brands including Nike, MTV, ASICS, McDonalds, TomTom, Coca-Cola and Amstel to name a few.

  • Talk - Don’t Panic!

    A look behind the curtains of Post Panic Production Studio

    Mischa and Jules will be talking about the humble beginnings of PostPanic after their graduation from art college and how their approach to projects was formed. They will give a sneak behind the scenes look at how PostPanic makes a project and will bring some various examples of different types of productions.

teaser image

Johannes Mücke


Johannes studied Architecture in Aachen, Los Angeles and Vienna, where he received his Master of Architecture in January 2005. After working for FOA in London for a year, Johannes joined Rockstar Vienna as lead concept artist until it was shut down in 2006. After working for Sproing as Head of Art for over four years, Johannes co-founded with his partner Oliver Bertram in 2010 WIDESHOT, an Architecture and Entertainment Design company based in Vienna.

Besides its large Architecture portfolio WIDESHOT focusses on video game art direction and design as well as production design for film. Since WIDESHOT started to work with Roland Emmerich on the movie ‘2012’ in 2008, there have been many colaborations with US American film makers, production houses and studios, with ‘Independence Day: Resurgence’ being the latest large scale project. WIDESHOT worked on this film for over 1,5 years partly on-site and in parts remotely, designing all the spaceships, the Alien queen, a large number of sets, the cities, storyboards, motion graphics, the title sequence and many more. WIDESHOT is currently working with Roland Emmerich and Universal Pictures on the pre-design for ‘Moonfall’, Roland’s new blockbuster, that is scheduled to be filmed in early 2017.

  • Talk - 2012

    Working for Hollywood from Vienna

    The talk will give insight into the production of the 2D Charly Frost clip and the Title Design from Roland Emmerichs 2012. Johannes Mücke (, Ronald Anzenberger ( and Jens Mehlan ( worked together on this project and will show some of their workflows and production processes and give a look behind the curtains of working on a Hollywood Blockbuster.

Stefan Laub

Vienna based Artist/Architect. LAUBlab was founded in 2001 and is responsible for a lot of ArchViz projects and architectural designs. As a spin of Stefan started the compiling of Vray for Cinema4d and won a lot of fans in the Cinema4d scene. He will speak about the tech behind Vrayforcinema4d and his career as ArchViz professional.

  • Talk - Vray for Cinema 4D

    Stefan will speak about the tech behind Vrayforcinema4d and his career as ArchViz professional.

Ryan Lintott


Ryan graduated from the University of Waterloo School of Architecture in Canada with a strong focus on digital design. He has extensive experience as a computer graphics artist and 3D director, responsible for team leadership on all projects.

Squint/Opera works as a close-knit team of over 30 experts including graphic designers, 3D animators, web designers, musicians, and cinematographers. Many members of the team have architectural training.

The company exists as a flexible entity, working on both small and large scale projects efficiently. squint/opera works on national and international projects and is currently working on projects in Singapore, UAE, England, Ireland, US, Saudi and Monaco.

  • Talk - The Magic of squint/opera

    Architects create more than just physical structures, they’re designing a built environment that people interact with every day. The ideas behind a design may not be apparent by simply visualizing the building in 3d. At Squint/Opera we aim to give people an insight into the architectural concepts as well as create scenes that help the viewer understand the experience of being there then wrapping it all into a clear narrative structure. By going through some of our recent work I’ll be demonstrating how we tackle a project and what techniques and methods we use to achieve these goals.