13 October

Day Tickets now on sale!

Thursday 13 October

Computer Games, Visualisation and VFX

BFX CORE Presentations 9am-6pm


Studio Name
Description of talk 

Sumo Digital


Little Big Planet 3 - Details of talk to follow

Sumo is a world-class, award-winning game development studio based in Sheffield in the UK.

Founded in 2003, Sumo Digital has grown from the initial 15 people to over 300 across its HQ in Sheffield, UK; Art Studio in Pune, India and most recently, a cutting edge, third studio in Nottingham, UK.

As one of the UK’s leading game development studios, Sumo Digital is licensed to develop on all the major gaming platforms: Xbox One, Xbox 360, PlayStation 4, PlayStation 3, PS Vita, Nintendo Wii U, Nintendo Wii, Nintendo 3DS, Nintendo DS, as well as mobile and tablet.

Ian Deary – Ian graduated with a degree in animation and film from the University of Humberside back in 1994. He immediately went into the games industry and later spent time working in pitch work before moving into children’s TV and licensing.

He returned to his first love of games in 2005 and joined SUMO Digital in 2009. Since then Ian has worked on a wide variety of projects including Sonic and Sega All Stars Racing, Doctor WHO, Nike Live Fit and most recently Art Director on Little Big Planet 3.

Dave Blewett – Dave works as an Art Manager at Sumo Digital Sheffield, working with multiple art teams.

Graduating in Product Design way back in 1990, Dave then worked as a lecturer and furniture designer for a while, and even briefly worked as a product illustrator for Lego Group.


He started out in the games industry as a concept artist way back in 1999. He started working at Sumo Digital in 2005 and has worked in a Lead role on many Sumo projects, such as Sonic and Sega All Stars Racing, LittleBigPlanet3, Disney Infinity, Forza Horizon plus many others.


Creative Assembly
Warhammer_largerNext year, Creative Assembly celebrates 30 years of making games and, after years of sustained success, the studio is proud to be one of the UK’s most successful and established game developers.

The studio has received an array of press, industry and consumer accolades for its stellar portfolio, which includes the epic Total War series, the critically acclaimed Alien: Isolation and, the recently announced Halo Wars 2, which is being developed in partnership with Microsoft and 343 Industries.

With a current team-base of over 400 employees and a continued focus on attracting world-class talent, Creative Assembly has become a powerhouse of UK development. The studio maintains a craft led, small team atmosphere, and still stands behind its original vision – designing experiences that are deep, innovative, authentic and fun.



Total War: Warhammer

Jodie Azhar is the Lead Technical Artist for the Total War series at Creative Assembly. She has spent her career working on art pipelines and optimisations for a range of games at several studios.

For Total War: Warhammer, released earlier this year, she created a suite of new rigging and animation tools before moving to oversee the optimisation of art workflows and assets for the final game. She now oversees the technical art team working on all Total War projects, focusing on enabling artists to work efficiently and produce high quality assets.

Jodie Azhar - Lead Technical Artist


The Effects of “The Jungle Book”

Disney’s The Jungle Book puts viewers alongside the film’s central character Mowgli in a photo-real computer generated world.  Part live action film, part animated feature, part virtual experience, audiences of all ages will feel what it’s like to walk and talk with animals in their jungle home.

MPC brought the film’s most iconic characters to life.  Best friend Baloo the bear, Mowgli’s wolf family, Bagheera the panther, Kaa the python, and the villainous tiger Shere Khan would be built bone, skin, hair and whisker.

“The Jungle Book” was a unique project for MPC, with its rich environments and detailed characters presenting various challenges for the FX department, which was required to create physically believable simulations that would blend seamlessly with their surroundings while interfacing with large data sets and meeting the production schedule.


Oliver Winwood - Effects Supervisor
Frontier Developments

Elite Dangerous | Frontier Worlds : The Art of Elite Dangerous

From 2 kilometre space stations to 80 billion procedurally generated worlds and the craft in which you explore them.  A look at the challenges involved in reinventing an 80’s classic.

Frontier has built a uniquely diverse track record comprising games that have defined genres, been critically acclaimed and sold many millions of copies. Find out from Frontier’s Chief Operating Officer David Walsh what it took to create this spectacular new multi-player instalment in the seminal open world series of space games that started with Elite.

Chris Gregory – Art Director Elite Dangerous
Jon Bottone – Art Director Elite Dangerous
Matt Dickinson- Head of Technical Art Elite Dangerous
Foundry 42 / Cloud Imperium Games 

Star_Citizen1280x720Star Citizen

Cloud Imperium Games is a new kind of independent studio dedicated to delivering AAA experiences outside the established publisher system, Founded by Chris Roberts, creator of the best-selling Wing Commander and Freelancer series, Cloud Imperium is currently developing Star Citizen, a record-shattering crowd funded title that combines classic space sim gameplay with Hollywood-caliber visuals.

Tony Wills has spent 20 years using motion capture to help create memorable moments in video games. His talk will discuss Foundry 42 wotk inhelping to make Star Citizen. The talk will cover:

Working with a 3D Scanner
Building Scans with Agisoft Photoscan
Working with Cubic data
Combining face, body and audio in Maya
Managing the heads and facial animation with Shotgun

Tony Wills - Facial Animator
Playground Games 

Car1Playground Games is an independent game development studio. Established in 2010 by some of the most experienced and talented developers in the UK industry, their mission is to make genre-defining video games for a global audience. Playground Games are the creator and developer of the award-winning Forza Horizon series

The Making of Forza Horizon 3

Gareth Harwood will be discussed the studios development of Forza Horizon 3.

 Gareth Harwood

Random42_image_examplesFor nearly 25 years Random42 provides visually stunning digital solutions to communicate science. Being at the forefront of technology they now create the content for devices like HoloLens, HTC Vive, Oculus, Leap Motion, Gear VR and many more. Having earned over 150 industry awards in 3D animation mainly for medical visualization Random42 is the world’s leading company in this field. 

Uli and Leo will discuss the unique way of how Random42 works. Amongst other things they will show how to create beautiful abstract images quickly and demo their Virtual Reality and/or Augmented (Mixed) Reality capabilities.


Uli Kilian is the Senior Art director at Random42. He supervises day-to-day production at Random42, as well as establishing and improving workflows. After initially studying economics and computer science in his home town, Cologne, Germany, Uli followed his passion in 3D graphics and retrained in digital media design. He has 17 years of experience working in 3D and post-production and has helped to lead the expansion of a number of small firms. In addition, Uli has led international courses in post-production, and has contributed several articles to digital production publications.

Leo Chilcott graduated from Bournemouth in the year 2009 and went straight on to work for Random42. Now he is one of the top Art Directors overseeing mainly the creative process as well as being an active part of the production team. His generalist role allows him to have creative input at all stages of the production cycle. Leo has also a strong interest in music contributing to the sound effects and music design in many animations, and his spare time producing soundtracks for video games such as the BAFTA nominated surgeon simulator.

The Chaos Group Suite

Bay View Suite 2 from 1:30 PM to 4:30 PM

Chaos Group is a worldwide leader in computer graphics. We create the technology that helps artists and designers create photoreal imagery and animation for design, television, and feature films. Our physically-based rendering and simulation software is used daily by top design studios, architectural firms, advertising agencies, and visual effects companies around the globe. Our research and development in cloud rendering, material scanning, and virtual reality is shaping the future of creative storytelling and digital design.An afternoon of presentations and discussions with the Chaos Group team

A number of free timetabled events based around V-Ray and its use within education and production.

Education Forum – 1.30 PM to 2.30 PM

At the event, Chaos Group’s training and education team will demonstrate the new V-Ray for Maya training program for educators. You’ll also have a chance to see the exciting roadmap for the future of Chaos Group’s training and education and you can meet fellow teachers, and help shape the future of V-Ray education.

Feel free to invite fellow faculty members to join the discussion. Seats are limited, so RSVP here

Chaos Group and BFX organizers will provide 20 festival day tickets to educators who’d like to attend the brunch. Make sure to note that in the registration form.

Production Demonstration – 3PM to 5.30 PM

Shahin Toosi will demonstrate his perfected approach to introducing raytracing directly into the compositing workflow – from layout, lighting, materials, texture assignment and rendering inside NUKE and NUKE Studio, using V-Ray for NUKE. He will focus on a compositor’s approach to rendering by utilizing projections and render tricks that are unique to V-Ray for NUKE. The masterclass will then move on to demonstrate approaches to building a complete pipeline to take advantage of the cross-platform compatibility of V-Ray.

V-Ray for NUKE: Introducing Ray Tracing into the Compositing Pipeline


  • V-Ray for NUKE Introduction and Quick Start
  • PBR Materials and Lights in NUKE
  • Cross-Platform Rendering of Assets within The Foundry Application Family 
  • Open VDB and PhenixFD in Nuke
  • Creating a Rendering Pipeline inside Nuke
  • What’s Next in V-Ray for NUKE

About Shahin Toosi

Senior Lighter Compositor/Look-Dev Artist

Shahin Toosi started his career in VFX for feature film in 2005 on X-Men 3 and has since worked at Framestore, Moving Picture Company and as Senior Compositor at Double Negative for 7 years. He lately established a Lighter Compositor Pipeline within V-Ray for NUKE for Lipsync Post, worked for ILM London and again Double NegativeShahin’s work can be found in such films as The Dark Knight, The Dark Knight Rises, Scott Pilgrim vs the World, Captain America: The First Avenger, Thor: The Dark World, Exodus: Gods and Kings, Godzilla, Terminator: Genisys, The Nice Guys, TMNT 2 and Captain America: Civil War to name but a few.

The SideFX Suite 

Bay View Suite 1 from 10:00 AM to 4:30 PM

A day of presentations and discussions with the SideFX team

The Mill  Join us at BFX for a full day of technical discussions from leading industry professionals including Double Negative, Electric Theatre Collective, and The Mill – and learn more about Houdini’s procedural workflow from some of the resident experts at SideFX.

Houdini Day Schedule – DROP IN SESSIONS

10:00 AM
City Generator
Timothy Stam
Pluralsight/Electric Theatre Collective

11:00 AM
The Secret Language of Houdini
Robert Magee

12:00 PM
The Visual Effects of Star Trek Beyond May Leung
Double Negative

1:00 PM
Why Rig Characters in Houdini?
Michael Goldfarb

2:00 PM
The VFX Behind Massive Attack ‘Voodoo in My Blood and Freeview ‘Set Yourself Free’
Julien Soulage / Dean Robinson
Electric Theatre Collective

3:00 PM
Beyond VFX with Houdini
Robert Magee

4:00 PM
VFX Behind the ‘Warrior’ Project
Neil Scholes
Houdini Artist


BFX Competition Awards Evening - sponsored by Kingston Smith

(Free entry)


BFX is a student competition designed to give you direct exposure to cutting edge practices and showcase your skills to some of the best supervisors, producers and artists in the VFX and animation industry.Be part of BFX history as we announce the winners of the BFX Competition 2015 at this celebratory event.


Watch the films, get inspired and find out how you can enter BFX 2017!




**Please note whilst we will do our best to adhere to the timings and content of the programme , these are subject to change at the organisers discretion. We advise you to check the timetables within the venue on arrival for an up to date schedule **



Dave works as an Art Manager at Sumo Digital Sheffield, working with multiple art teams.


Graduating in Product Design way back in 1990, Dave then worked as a lecturer and furniture designer for a while, and even briefly worked as a product illustrator for Lego Group.


He started out in the games industry as a concept artist way back in 1999. He started working at Sumo Digital in 2005 and has worked in a Lead role on many Sumo projects, such as Sonic and Sega All Stars Racing, LittleBigPlanet3, Disney Infinity, Forza Horizon plus many others.