Frank’s Brain dump. Frank Govaere holding a film camera.

About me

Portrait of Frank Govaere

Welcome

I am a creative and technical lead working across animation, visual effects, virtual production and immersive media. I help turn ambitious visual ideas into producible images, sequences and workflows, combining hands on craft with more than three decades of production experience.

My work brings art and technology together to serve the story, but also to make sure that visual ambition survives contact with budgets, schedules, teams and real production conditions.

On this site you can find my background, selected work, books, news and thoughts.

I am currently open to senior roles, long term collaborations and professional projects in animation, VFX, XR, virtual production, visual development and cinematic image making.

“The enemy of art is the absence of limitations.”
Orson Welles
Profile
Art and Creative
  • Creative
  • Visual storytelling
  • Linear interactive and immersive media
  • Artistic direction
  • Combining art and technology
Tech
  • Graphics VFX and animation software
  • Development of innovative
  • Virtual production and ICVFX
  • Real time engines and VR AR XR technologies
Production
  • International production and outsourcing
  • Project management and team leadership
  • Production planning and organisation
  • Development and optimisation of production environments
  • Managing funding applications
Knowledge transfer
  • Author of specialised books on virtual production, VFX and technical direction
  • Publishing specialised articles
  • Key notes, lectures, workshops and panels
  • Mentoring and Teaching

With over 30 years of experience in animation, VFX and XR, I have built a career at the intersection of creative art, technology and production, characterised by innovation and excellence. I have a Master of Fine Arts in Animation and Film from the Royal Academy of Fine Arts in Belgium and had the privilege of being taught by the legendary animator Raoul Servais.

I have worked with leading media companies across Europe and Asia, with a strong focus on real time VFX since 2014. My work spans feature films, television series and ground breaking projects in VR AR XR and virtual production. I am known for driving two D animation workflows and developing groundbreaking volumetric film technologies. I combine artistic vision, technical know how and production expertise to bring complex projects to life.

As a director, producer and VFX supervisor, I have redefined storytelling and media experiences, pushing the boundaries of animation, VFX and virtual production. My contributions continue to shape the industry, drive innovation and inspire new forms of creative expression.

Experience
Freelance, Berlin since 2024
  • Freelance Produce, Author, Artist
  • Specialist book 20 things you need to know about VIRTUAL PRODUCTION
  • Specialist book 20 things you need to know about VFX
  • Aurea Awards juror, since 2018
  • Senior Virtual Production Expert at K5 Factory, Munich. Development of virtual production tools for Epic Unreal engine
  • Workshop Lead Animation TUMO Berlin
  • Author and Teacher XR Wilhelm Büchner Hochschule
Cinegrell Postfactory GmbH Berlin 03.2023 to 05.2024
  • In House Producer Post Production
  • Film Restoration
  • Analogue Film Production
ICT AG HALOSTAGE Potsdam Babelsberg 2021 to 2023
  • Head of Virtual Production
  • Virtual production for commercials, TV series, feature films
  • Studio Management
  • Research and Development
  • PR, social media, workshops
  • Management of supplier relationships
  • Academic outreach
UFA Serial Drama GmbH Potsdam Babelsberg 2015 to 2021
  • Visual Effects Supervisor, Team Lead
  • Visual effects for daily drama, TV series, feature film
  • Creative and technical development of volumetric video in collaboration with the Fraunhofer Institute
  • Multiple award winning XR projects with volumetric video
  • Member of the Volucap technical advisory board volumetric studio
4K Animation GmbH Berlin London Chennai 2005 to 2014
  • Establishment of a production facility in India, including infrastructure, recruitment and training
  • Development of a production workflow for paperless 2D animation
  • Animation director TV, feature film and commercials
  • Production planning, budgeting and controlling
  • VFX supervisor and producer
Freelance, Berlin 2000 to 2005
  • Commercials for high calibre brands
  • Music videos
  • Production Supervisor for several animated TV series
  • Concept art, illustration, storyboards
  • Animation for multimedia
  • Lecturer at the Games Academy Berlin
Artemedia AG Potsdam 1999 to 2000
  • Head of the 3D and VFX department, including the post production department
  • Development of concepts, scripts and artwork for commercials, music videos, image films, multimedia and games
  • Development of technology and interactive content for the four sided immersive projection Cube
Hahn Grafik GmbH Berlin 1994 to 1999
  • Illustration and Graphics
  • Commercials
  • Development and design of merchandising products
  • Supervision of animated films and series in Europe and Asia
Hahn Film AG 1993 to 1994
  • 2D and 3D animation for Asterix in America feature film
  • Development and implementation of paperless 2D workflows
Education
IU International University of Applied Sciences GmbH 2025
  • Adult Education and e learning Masterclass
ISFF IHK Chamber of Industry and Commerce Berlin 2014
  • IHK Certificate Producer
Royal Academy of Fine Arts Ghent Belgium 1987 to 1992
  • Diploma Film and Animation
Provinciaal Hoger Instituut voor Kunstonderwijs Belgium 1983 to 1987
  • Diploma Fine Arts

Books

News & Thoughts

LinkedIn newsletters

Augmented Cinema Lab

Augmented Cinema Lab

Exploring human authorship in the age of intelligent filmmaking tools

Cinema is entering a new technological phase. Tools that once followed instructions now begin to participate in the creation of images, environments, and creative options. Artificial intelligence, real time systems, and virtual production are reshaping how films are imagined, developed, and produced.

The Augmented Cinema Lab examines this transformation.

Its central question is simple, but far reaching. How does cinema remain a human art when the tools themselves begin to generate images?

The lab explores the relationship between emerging production technologies and human creative decision making. It investigates how directors, cinematographers, editors, visual effects artists, and producers work with intelligent systems while preserving authorship, judgment, taste, and responsibility.

Rather than treating technology as a replacement for artistic practice, the lab approaches it as a new class of instrument. What matters is not only what these tools can do, but how filmmakers use them, resist them, shape them, and think through them.

Ask the Lab Open the Augmented Cinema Lab chatbot and explore the ideas, texts, and questions behind this project.

Why this matters

Cinema has always evolved through technology. Cameras, lenses, sound, editing, compositing, computer graphics, and digital workflows have all changed what filmmakers can do. Yet the essential value of cinema has never resided in machinery alone. It has always depended on human intention, interpretation, and collaboration.

Today, that balance must be reconsidered.

As production tools become more generative, more predictive, and more adaptive, the question of authorship becomes more urgent. At the same time, film education faces a new challenge. It must prepare students not only to operate emerging tools, but to understand their aesthetic, cultural, and ethical consequences.

The Augmented Cinema Lab responds to this moment by creating a space for inquiry, experimentation, and reflection.

What the lab explores

The lab investigates three closely connected areas.

Human authorship in AI assisted image creation

Generative systems can produce visual material at remarkable speed, but they do not eliminate the need for artistic judgment. This area explores where authorship resides when machines begin to propose visual outcomes, and how human intention remains visible in hybrid creative workflows.

Directing and cinematography in real time environments

Virtual production and real time rendering change the spatial and temporal logic of filmmaking. This area examines how staging, lighting, blocking, performance, and visual decision making evolve when environments can be shaped during production.

Experimental workflows for augmented film production

Traditional boundaries between development, production, and postproduction are beginning to blur. This area studies new forms of filmmaking that combine established craft with generative systems, real time tools, and critical reflection on process.

How the lab works

The Augmented Cinema Lab combines experimental practice with analytical reflection.

Its work may take the form of short film studies, production experiments, workflow analysis, essays, case studies, seminars, or collaborative inquiries developed with students, filmmakers, and technology practitioners. Each project is approached not only as an artistic or technical exercise, but also as a way of understanding how creative decisions are made under changing conditions.

The lab is conceived as a distributed and evolving platform. It does not depend on one single room or one fixed set of machines. It is defined by a shared field of inquiry and by the documentation of experiments that ask how cinema changes when its tools become increasingly intelligent.

Educational perspective

The lab also serves as a framework for teaching.

Students working within this context are encouraged to engage emerging technologies critically and creatively. The goal is not simply to follow innovation, but to develop filmmakers who can think clearly, act responsibly, and retain artistic agency within technologically augmented production environments.

In this sense, the lab supports a form of film education that connects craft, experimentation, and reflection.

A note on orientation

The Augmented Cinema Lab is not driven by technological hype. It is guided by the conviction that cinema remains a profoundly human practice, even when its tools become more powerful, more complex, and more generative.

The task is therefore not to defend old boundaries for their own sake, nor to celebrate automation uncritically. The task is to understand how new tools alter the conditions of filmmaking, and how human creators can continue to shape meaning within those conditions.

Ongoing work

The ideas explored here emerge through an ongoing engagement with contemporary film practice, visual culture, technological change, and questions of authorship in media production.

The lab is currently developing its profile through writing, conceptual research, and experimental approaches to filmmaking that bring together artistic practice and critical inquiry.

Contact

Contact

📞
Telephone
✉
📍
Address
Am Nussbaum 6
D-10178 Berlin
Germany