We create experiences that connect the physical and the digital worlds

By combining the best of both worlds we eliminate certain limitations. While the digital world increases the reach to millions of people, the aspects of the real world increase the experience and include a more personal connection to brands and other people. Other game developers try to digitally replicate reality, we actually engage with it. Giving access to players to do things which people can’t usually do.


Pavel Kacerle

With several years of experience as a Visual Effect Artist and Creative Director in the film industry at studios such as Lucasfilm and other major VFX studios, my work contributed to movies such as Avengers: Age of Ultron, Iron Man 3, and Jurassic World. This work not only allowed me to travel the world, but also enabled me to live in cities such as Munich, London and Singapore.

In 2015 I decided to move to Los Angeles and follow my entrepreneurial vision: Building a company that combines the real and the digital world. In the same year I was featured in Forbes 30 under 30 and in the end of 2016 smashbuster was born. Since then my team and I have spent the last couple of years working on our ideas which we capture on this website.

Creative & Design

Lukas Veverka

I worked as a Creative Designer and Creative Director on multiple occasions and my work received recognition through various awards such as the Czech Lion Award, Rocket award, Fresh Film Fest and many more. I also worked together with big brands and companies such as MTV, Lego, Czech Television, Philips and Vodafone.

I met Pavel in 2010 while working on advertising campaigns for international clients in Czech Republic. We’ve kept in touch throughout the years and in 2016 we decided to start smashbuster together. While Pavel is focusing on the business sales and company development, I focus on the creative and design aspects of the game.


Matej Suchy

Since I can remember, I was fascinated by the concept of merging the real and the digital world. The connection between what people could see on a screen and the input you would have to do in real life was always fascinating to me. Already as a child, I spent most of my time building and working with something technical. Starting with Lego’s, I quickly evolved to experimenting with remote controlled models.

In High School I selected Robotics as my major and soon enough built my very first remote controlled robot. Afterwards, I studied Robotics and Cybernetics at the Czech Institute of Informatics, before dropping out to follow my passion and work as an artist in Visual Effects. I spent 5 years working for Frame100r on movie post production before starting smashbuster with Pavel and Lukas.

Business Operations

Isabell Mayrhofer

Escaping the real life by entering other worlds is what got me started in the film industry many years ago. The world of Visual Effects allowed me to work with many creatives on award-winning projects in foreign cities across the globe. Companies such as Marvel, Lucasfilm, McLaren or Blizzard have taught me a lot about business and overall management skills.

In 2015 I decided to leave my time as an employee behind and conquer the world of entrepreneurship. After spending some time in the Art industry, I moved on to find my next challenge. Yet, it didn’t take much for Pavel, with whom I’ve worked with before nearly 10 years ago, to convince me to join forces again for this new digital vs real venture called smashbuster.