Panamarenko AR featured in the regional paper!

We’re proud to see our students’ work featured by Focus & WTV. It’s great to see how this project brings Panamarenko’s imaginative world to life through immersive VR and AR experiences, making his iconic creations accessible to a whole new generation. A big thank you to everyone who contributed to making this collaboration a reality.

20 year DAE Exposition

🎂 The expo on 20 Years Howest – Digital Arts and Entertainment is now officially open!

🎮 Come explore the amazing work our students & staff have created over the past 20 years across game development, game graphics production, independent game production, game sound integration, 3D animation and VFX.

💡 You can also find DAE Research in room L.1.001. Browse through current and older projects and find out how game engines, 3D scanning, motion capture, XR, AI, virtual production and many other technologies can stimulate innovation in your sector or industry. Come have a chat or contact vicky.vermeulen@howest.be if you want to explore future projects. And while you’re there, have a look around our Virtual Production studio on the ground floor. Well worth the visit!

📍 Campus The Level, Botenkopersstraat 2, 8500 Kortrijk
🎫 The expo is free to visit from 10 am to 6 pm until Sunday 28 June
🔗 https://lnkd.in/enWiwDaH

Congrats Jonathan Absil, Rik Leenknegt, Regis Le Roy and the entire Digital Arts & Entertainment team!

Creation of the AI Background​ for ‘a Very Wild Boar’ shortfilm

Experimenting with AI for VP Background Generation For the shoot of A Very Wild Boar, experimentation was done to explore the possibilities of using an entirely AI-generated background within a Virtual Production workflow. As Virtual Production technologies continue to evolve, the project offered an opportunity to test how generative tools can contribute to environment creation […]

A Very Wild Boar…

The Making of the Short Film: ‘A Very Wild Boar’ During the shoot of ‘A Very Wild Boar’, we experimented with a range of techniques to bring the film’s environments and visual style to life. This included testing different approaches within a Virtual Production setup, combining real-time workflows with digital environments to better understand how […]

Virtual Production Network

The Virtual Production Network 2 project develops teaching guidelines, exercises, lesson plans, slide decks, and recommendations based on knowledge generated through research, practical experience, interviews, and workshops with project participants. By identifying knowledge gaps and gathering insights directly from practice, the project ensures that educational materials remain relevant and applicable.

Conversing with digital humans to train soft skills

AVATALK Update: Bringing Digital Humans to Life Our conversational avatar continues to evolve, with a series of exciting updates that bring us closer to truly natural and engaging digital interactions. One of the most notable improvements is the implementation of emotions during speech. The avatar can now express feelings in sync with its dialogue, making […]

Creaweek 2026 @VPstudio

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Bomenbos: Real time Virtual Camera

Credit to Sputnik for the behind the scene video of the Bomenbos project, where we experimented with a real-time virtual camera on-set while recording with real actors and a director. Some cool results, and lots of lessons learnt from this one.

LikeMe Roblox Concert

Credit to VRT for the behind the scene video and still of their final product of the LikeMe Roblox show. This show was also recorded in our motion capture studio in Kortrijk by the actual cast of LikeMe.

Stagioni: Combining motion capture & AI visuals

Credit to Uncanny for creating this awesome behind the scenes video of the Stagioni project where we assisted in the recording of the motion capture in our studio. We’re very impressed by the final results Uncanny managed to achieve by combining AI and motion capture.

Facial retraining game for facial palsy

The game provides an answer to the international demand from therapists and patients for a more innovative, interactive format of facial retraining (mimetherapy). Through MimiQgame, the patient is offered varied and individually customizable exercises within a gaming context. Adjustable feedback options are provided. MimiQgame aims to increase patient adherence to therapy and enable therapists to work much more time-efficiently and cost-effectively. The TPOC being developed will be iteratively evaluated and adjusted through user testing. In addition, valorization pathways are further explored and developed.

Using AI to enhance historical visualisations

Artificial intelligence is transforming the creative industry, offering new ways to generate, iterate and visualise concepts at unprecedented speed. However, the use of AI raises essential questions around authorship, accuracy, process integrity, environmental impact and artistic identity.

Experiment: Aged-Up Deepfakes

From this TETRA research project AI in production, we have prepared an introductory workshop on deepfakes to give to the DAE students of the VFX major. During the annual creative week, all regular courses for first and second year students are canceled and replaced by creative sessions. Our goal was to provide an introduction to deepfakes from the research group: what is deepfake technology, what can you do with standard software without heavy programming yourself, what are the points of interest if you want to get started with it, …
Due to the lockdown, the creation week was canceled this academic year, but the preparations for the workshop were already ready. The workshop with students will be moved to a later date in one of the VFX classes, but we are happy to share the approach of the workshop with the guidance group here. Read about the limits of this technology and how we tackled Star Wars in a hands-on use case with the combination of different tools.

Reinforcement Learning to find bugs

In this overview post we show how Reinforcement Learning (RL) can be applied to testing games. We do this by means of several papers and use cases. We show how you can detect errors in level design and game breaking bugs in this way. It may be helpful to read our introduction to RL first if you are unfamiliar with the concept.